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
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
|
/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __KERNEL_TYPES_H__
#define __KERNEL_TYPES_H__
#include "kernel/kernel_math.h"
#include "kernel/svm/svm_types.h"
#include "util/util_static_assert.h"
#ifndef __KERNEL_GPU__
# define __KERNEL_CPU__
#endif
/* TODO(sergey): This is only to make it possible to include this header
* from outside of the kernel. but this could be done somewhat cleaner?
*/
#ifndef ccl_addr_space
# define ccl_addr_space
#endif
CCL_NAMESPACE_BEGIN
/* constants */
#define OBJECT_SIZE 12
#define OBJECT_VECTOR_SIZE 6
#define LIGHT_SIZE 11
#define FILTER_TABLE_SIZE 1024
#define RAMP_TABLE_SIZE 256
#define SHUTTER_TABLE_SIZE 256
#define PARTICLE_SIZE 5
#define SHADER_SIZE 5
#define BSSRDF_MIN_RADIUS 1e-8f
#define BSSRDF_MAX_HITS 4
#define BECKMANN_TABLE_SIZE 256
#define SHADER_NONE (~0)
#define OBJECT_NONE (~0)
#define PRIM_NONE (~0)
#define LAMP_NONE (~0)
#define VOLUME_STACK_SIZE 16
#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
/* device capabilities */
#ifdef __KERNEL_CPU__
# ifdef __KERNEL_SSE2__
# define __QBVH__
# endif
# define __KERNEL_SHADING__
# define __KERNEL_ADV_SHADING__
# define __BRANCHED_PATH__
# ifdef WITH_OSL
# define __OSL__
# endif
# define __PRINCIPLED__
# define __SUBSURFACE__
# define __CMJ__
# define __VOLUME__
# define __VOLUME_SCATTER__
# define __SHADOW_RECORD_ALL__
# define __VOLUME_DECOUPLED__
# define __VOLUME_RECORD_ALL__
#endif /* __KERNEL_CPU__ */
#ifdef __KERNEL_CUDA__
# define __KERNEL_SHADING__
# define __KERNEL_ADV_SHADING__
# define __VOLUME__
# define __VOLUME_SCATTER__
# define __SUBSURFACE__
# define __PRINCIPLED__
# define __SHADOW_RECORD_ALL__
# define __CMJ__
# ifndef __SPLIT_KERNEL__
# define __BRANCHED_PATH__
# endif
#endif /* __KERNEL_CUDA__ */
#ifdef __KERNEL_OPENCL__
/* keep __KERNEL_ADV_SHADING__ in sync with opencl_kernel_use_advanced_shading! */
# ifdef __KERNEL_OPENCL_NVIDIA__
# define __KERNEL_SHADING__
# define __KERNEL_ADV_SHADING__
# define __SUBSURFACE__
# define __PRINCIPLED__
# define __VOLUME__
# define __VOLUME_SCATTER__
# define __SHADOW_RECORD_ALL__
# define __CMJ__
# define __BRANCHED_PATH__
# endif /* __KERNEL_OPENCL_NVIDIA__ */
# ifdef __KERNEL_OPENCL_APPLE__
# define __KERNEL_SHADING__
# define __KERNEL_ADV_SHADING__
# define __PRINCIPLED__
# define __CMJ__
/* TODO(sergey): Currently experimental section is ignored here,
* this is because megakernel in device_opencl does not support
* custom cflags depending on the scene features.
*/
# endif /* __KERNEL_OPENCL_APPLE__ */
# ifdef __KERNEL_OPENCL_AMD__
# define __CL_USE_NATIVE__
# define __KERNEL_SHADING__
# define __KERNEL_ADV_SHADING__
# define __SUBSURFACE__
# define __PRINCIPLED__
# define __VOLUME__
# define __VOLUME_SCATTER__
# define __SHADOW_RECORD_ALL__
# define __CMJ__
# define __BRANCHED_PATH__
# endif /* __KERNEL_OPENCL_AMD__ */
# ifdef __KERNEL_OPENCL_INTEL_CPU__
# define __CL_USE_NATIVE__
# define __KERNEL_SHADING__
# define __KERNEL_ADV_SHADING__
# define __PRINCIPLED__
# define __CMJ__
# endif /* __KERNEL_OPENCL_INTEL_CPU__ */
#endif /* __KERNEL_OPENCL__ */
/* kernel features */
#define __SOBOL__
#define __INSTANCING__
#define __DPDU__
#define __UV__
#define __BACKGROUND__
#define __CAUSTICS_TRICKS__
#define __VISIBILITY_FLAG__
#define __RAY_DIFFERENTIALS__
#define __CAMERA_CLIPPING__
#define __INTERSECTION_REFINE__
#define __CLAMP_SAMPLE__
#define __PATCH_EVAL__
#define __SHADOW_TRICKS__
#define __DENOISING_FEATURES__
#ifdef __KERNEL_SHADING__
# define __SVM__
# define __EMISSION__
# define __TEXTURES__
# define __EXTRA_NODES__
# define __HOLDOUT__
#endif
#ifdef __KERNEL_ADV_SHADING__
# define __MULTI_CLOSURE__
# define __TRANSPARENT_SHADOWS__
# define __PASSES__
# define __BACKGROUND_MIS__
# define __LAMP_MIS__
# define __AO__
# define __CAMERA_MOTION__
# define __OBJECT_MOTION__
# define __HAIR__
# define __BAKING__
#endif
#ifdef WITH_CYCLES_DEBUG
# define __KERNEL_DEBUG__
#endif
/* 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
/* 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_DIFFUSE_COLOR,
SHADER_EVAL_GLOSSY_COLOR,
SHADER_EVAL_TRANSMISSION_COLOR,
SHADER_EVAL_SUBSURFACE_COLOR,
SHADER_EVAL_EMISSION,
/* light passes */
SHADER_EVAL_AO,
SHADER_EVAL_COMBINED,
SHADER_EVAL_SHADOW,
SHADER_EVAL_DIFFUSE,
SHADER_EVAL_GLOSSY,
SHADER_EVAL_TRANSMISSION,
SHADER_EVAL_SUBSURFACE,
/* extra */
SHADER_EVAL_ENVIRONMENT,
} ShaderEvalType;
/* Path Tracing
* note we need to keep the u/v pairs at even values */
enum PathTraceDimension {
PRNG_FILTER_U = 0,
PRNG_FILTER_V = 1,
PRNG_LENS_U = 2,
PRNG_LENS_V = 3,
#ifdef __CAMERA_MOTION__
PRNG_TIME = 4,
PRNG_UNUSED_0 = 5,
PRNG_UNUSED_1 = 6, /* for some reason (6, 7) is a bad sobol pattern */
PRNG_UNUSED_2 = 7, /* with a low number of samples (< 64) */
#endif
PRNG_BASE_NUM = 8,
PRNG_BSDF_U = 0,
PRNG_BSDF_V = 1,
PRNG_BSDF = 2,
PRNG_UNUSED3 = 3,
PRNG_LIGHT_U = 4,
PRNG_LIGHT_V = 5,
PRNG_LIGHT_TERMINATE = 6,
PRNG_TERMINATE = 7,
#ifdef __VOLUME__
PRNG_PHASE_U = 8,
PRNG_PHASE_V = 9,
PRNG_PHASE = 10,
PRNG_SCATTER_DISTANCE = 11,
#endif
PRNG_BOUNCE_NUM = 12,
};
enum SamplingPattern {
SAMPLING_PATTERN_SOBOL = 0,
SAMPLING_PATTERN_CMJ = 1,
SAMPLING_NUM_PATTERNS,
};
/* these flags values correspond to raytypes in osl.cpp, so keep them in sync! */
enum PathRayFlag {
PATH_RAY_CAMERA = (1 << 0),
PATH_RAY_REFLECT = (1 << 1),
PATH_RAY_TRANSMIT = (1 << 2),
PATH_RAY_DIFFUSE = (1 << 3),
PATH_RAY_GLOSSY = (1 << 4),
PATH_RAY_SINGULAR = (1 << 5),
PATH_RAY_TRANSPARENT = (1 << 6),
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 = (PATH_RAY_SHADOW_OPAQUE|PATH_RAY_SHADOW_TRANSPARENT),
PATH_RAY_CURVE = (1 << 11), /* visibility flag to define curve segments */
PATH_RAY_VOLUME_SCATTER = (1 << 12), /* volume scattering */
/* Special flag to tag unaligned BVH nodes. */
PATH_RAY_NODE_UNALIGNED = (1 << 13),
PATH_RAY_ALL_VISIBILITY = ((1 << 14)-1),
PATH_RAY_MIS_SKIP = (1 << 15),
PATH_RAY_DIFFUSE_ANCESTOR = (1 << 16),
PATH_RAY_SINGLE_PASS_DONE = (1 << 17),
PATH_RAY_SHADOW_CATCHER = (1 << 18),
PATH_RAY_STORE_SHADOW_INFO = (1 << 19),
};
/* Closure Label */
typedef enum ClosureLabel {
LABEL_NONE = 0,
LABEL_TRANSMIT = 1,
LABEL_REFLECT = 2,
LABEL_DIFFUSE = 4,
LABEL_GLOSSY = 8,
LABEL_SINGULAR = 16,
LABEL_TRANSPARENT = 32,
LABEL_VOLUME_SCATTER = 64,
} ClosureLabel;
/* Render Passes */
typedef enum PassType {
PASS_NONE = 0,
PASS_COMBINED = (1 << 0),
PASS_DEPTH = (1 << 1),
PASS_NORMAL = (1 << 2),
PASS_UV = (1 << 3),
PASS_OBJECT_ID = (1 << 4),
PASS_MATERIAL_ID = (1 << 5),
PASS_DIFFUSE_COLOR = (1 << 6),
PASS_GLOSSY_COLOR = (1 << 7),
PASS_TRANSMISSION_COLOR = (1 << 8),
PASS_DIFFUSE_INDIRECT = (1 << 9),
PASS_GLOSSY_INDIRECT = (1 << 10),
PASS_TRANSMISSION_INDIRECT = (1 << 11),
PASS_DIFFUSE_DIRECT = (1 << 12),
PASS_GLOSSY_DIRECT = (1 << 13),
PASS_TRANSMISSION_DIRECT = (1 << 14),
PASS_EMISSION = (1 << 15),
PASS_BACKGROUND = (1 << 16),
PASS_AO = (1 << 17),
PASS_SHADOW = (1 << 18),
PASS_MOTION = (1 << 19),
PASS_MOTION_WEIGHT = (1 << 20),
PASS_MIST = (1 << 21),
PASS_SUBSURFACE_DIRECT = (1 << 22),
PASS_SUBSURFACE_INDIRECT = (1 << 23),
PASS_SUBSURFACE_COLOR = (1 << 24),
PASS_LIGHT = (1 << 25), /* no real pass, used to force use_light_pass */
#ifdef __KERNEL_DEBUG__
PASS_BVH_TRAVERSED_NODES = (1 << 26),
PASS_BVH_TRAVERSED_INSTANCES = (1 << 27),
PASS_BVH_INTERSECTIONS = (1 << 28),
PASS_RAY_BOUNCES = (1 << 29),
#endif
} PassType;
#define PASS_ALL (~0)
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_SIZE_BASE = 26,
DENOISING_PASS_SIZE_CLEAN = 3,
} DenoisingPassOffsets;
typedef enum BakePassFilter {
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_SUBSURFACE = (1 << 6),
BAKE_FILTER_EMISSION = (1 << 7),
BAKE_FILTER_AO = (1 << 8),
} BakePassFilter;
typedef enum BakePassFilterCombos {
BAKE_FILTER_COMBINED = (
BAKE_FILTER_DIRECT |
BAKE_FILTER_INDIRECT |
BAKE_FILTER_DIFFUSE |
BAKE_FILTER_GLOSSY |
BAKE_FILTER_TRANSMISSION |
BAKE_FILTER_SUBSURFACE |
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_SUBSURFACE_DIRECT = (BAKE_FILTER_DIRECT | BAKE_FILTER_SUBSURFACE),
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),
BAKE_FILTER_SUBSURFACE_INDIRECT = (BAKE_FILTER_INDIRECT | BAKE_FILTER_SUBSURFACE),
} 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_SUBSURFACE_DIR = (1 << 6),
DENOISING_CLEAN_SUBSURFACE_IND = (1 << 7),
DENOISING_CLEAN_ALL_PASSES = (1 << 8)-1,
} DenoiseFlag;
#ifdef __KERNEL_DEBUG__
/* NOTE: This is a runtime-only struct, alignment is not
* really important here.
*/
typedef struct DebugData {
int num_bvh_traversed_nodes;
int num_bvh_traversed_instances;
int num_bvh_intersections;
int num_ray_bounces;
} DebugData;
#endif
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_throughput;
float3 direct_emission;
float3 color_diffuse;
float3 color_glossy;
float3 color_transmission;
float3 color_subsurface;
float3 color_scatter;
float3 direct_diffuse;
float3 direct_glossy;
float3 direct_transmission;
float3 direct_subsurface;
float3 direct_scatter;
float3 indirect_diffuse;
float3 indirect_glossy;
float3 indirect_transmission;
float3 indirect_subsurface;
float3 indirect_scatter;
float3 path_diffuse;
float3 path_glossy;
float3 path_transmission;
float3 path_subsurface;
float3 path_scatter;
float4 shadow;
float mist;
#endif
#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__ */
#ifdef __KERNEL_DEBUG__
DebugData debug_data;
#endif /* __KERNEL_DEBUG__ */
} PathRadiance;
typedef struct BsdfEval {
#ifdef __PASSES__
int use_light_pass;
#endif
float3 diffuse;
#ifdef __PASSES__
float3 glossy;
float3 transmission;
float3 transparent;
float3 subsurface;
float3 scatter;
#endif
#ifdef __SHADOW_TRICKS__
float3 sum_no_mis;
#endif
} BsdfEval;
/* Shader Flag */
typedef enum ShaderFlag {
SHADER_SMOOTH_NORMAL = (1 << 31),
SHADER_CAST_SHADOW = (1 << 30),
SHADER_AREA_LIGHT = (1 << 29),
SHADER_USE_MIS = (1 << 28),
SHADER_EXCLUDE_DIFFUSE = (1 << 27),
SHADER_EXCLUDE_GLOSSY = (1 << 26),
SHADER_EXCLUDE_TRANSMIT = (1 << 25),
SHADER_EXCLUDE_CAMERA = (1 << 24),
SHADER_EXCLUDE_SCATTER = (1 << 23),
SHADER_EXCLUDE_ANY = (SHADER_EXCLUDE_DIFFUSE|SHADER_EXCLUDE_GLOSSY|SHADER_EXCLUDE_TRANSMIT|SHADER_EXCLUDE_CAMERA|SHADER_EXCLUDE_SCATTER),
SHADER_MASK = ~(SHADER_SMOOTH_NORMAL|SHADER_CAST_SHADOW|SHADER_AREA_LIGHT|SHADER_USE_MIS|SHADER_EXCLUDE_ANY)
} ShaderFlag;
/* Light Type */
typedef enum LightType {
LIGHT_POINT,
LIGHT_DISTANT,
LIGHT_BACKGROUND,
LIGHT_AREA,
LIGHT_SPOT,
LIGHT_TRIANGLE
} LightType;
/* Camera Type */
enum CameraType {
CAMERA_PERSPECTIVE,
CAMERA_ORTHOGRAPHIC,
CAMERA_PANORAMA
};
/* Panorama Type */
enum PanoramaType {
PANORAMA_EQUIRECTANGULAR = 0,
PANORAMA_FISHEYE_EQUIDISTANT = 1,
PANORAMA_FISHEYE_EQUISOLID = 2,
PANORAMA_MIRRORBALL = 3,
PANORAMA_NUM_TYPES,
};
/* Differential */
typedef struct differential3 {
float3 dx;
float3 dy;
} differential3;
typedef struct differential {
float dx;
float dy;
} 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;
#endif
} Ray;
/* Intersection */
typedef struct Intersection {
float t, u, v;
int prim;
int object;
int type;
#ifdef __KERNEL_DEBUG__
int num_traversed_nodes;
int num_traversed_instances;
int num_intersections;
#endif
} Intersection;
/* Primitives */
typedef enum PrimitiveType {
PRIMITIVE_NONE = 0,
PRIMITIVE_TRIANGLE = (1 << 0),
PRIMITIVE_MOTION_TRIANGLE = (1 << 1),
PRIMITIVE_CURVE = (1 << 2),
PRIMITIVE_MOTION_CURVE = (1 << 3),
/* Lamp primitive is not included below on purpose,
* since it is no real traceable primitive.
*/
PRIMITIVE_LAMP = (1 << 4),
PRIMITIVE_ALL_TRIANGLE = (PRIMITIVE_TRIANGLE|PRIMITIVE_MOTION_TRIANGLE),
PRIMITIVE_ALL_CURVE = (PRIMITIVE_CURVE|PRIMITIVE_MOTION_CURVE),
PRIMITIVE_ALL_MOTION = (PRIMITIVE_MOTION_TRIANGLE|PRIMITIVE_MOTION_CURVE),
PRIMITIVE_ALL = (PRIMITIVE_ALL_TRIANGLE|PRIMITIVE_ALL_CURVE),
/* Total number of different traceable primitives.
* NOTE: This is an actual value, not a bitflag.
*/
PRIMITIVE_NUM_TOTAL = 4,
} PrimitiveType;
#define PRIMITIVE_PACK_SEGMENT(type, segment) ((segment << PRIMITIVE_NUM_TOTAL) | (type))
#define PRIMITIVE_UNPACK_SEGMENT(type) (type >> PRIMITIVE_NUM_TOTAL)
/* Attributes */
typedef enum AttributePrimitive {
ATTR_PRIM_TRIANGLE = 0,
ATTR_PRIM_CURVE,
ATTR_PRIM_SUBD,
ATTR_PRIM_TYPES
} AttributePrimitive;
typedef enum AttributeElement {
ATTR_ELEMENT_NONE,
ATTR_ELEMENT_OBJECT,
ATTR_ELEMENT_MESH,
ATTR_ELEMENT_FACE,
ATTR_ELEMENT_VERTEX,
ATTR_ELEMENT_VERTEX_MOTION,
ATTR_ELEMENT_CORNER,
ATTR_ELEMENT_CORNER_BYTE,
ATTR_ELEMENT_CURVE,
ATTR_ELEMENT_CURVE_KEY,
ATTR_ELEMENT_CURVE_KEY_MOTION,
ATTR_ELEMENT_VOXEL
} AttributeElement;
typedef enum AttributeStandard {
ATTR_STD_NONE = 0,
ATTR_STD_VERTEX_NORMAL,
ATTR_STD_FACE_NORMAL,
ATTR_STD_UV,
ATTR_STD_UV_TANGENT,
ATTR_STD_UV_TANGENT_SIGN,
ATTR_STD_GENERATED,
ATTR_STD_GENERATED_TRANSFORM,
ATTR_STD_POSITION_UNDEFORMED,
ATTR_STD_POSITION_UNDISPLACED,
ATTR_STD_MOTION_VERTEX_POSITION,
ATTR_STD_MOTION_VERTEX_NORMAL,
ATTR_STD_PARTICLE,
ATTR_STD_CURVE_INTERCEPT,
ATTR_STD_PTEX_FACE_ID,
ATTR_STD_PTEX_UV,
ATTR_STD_VOLUME_DENSITY,
ATTR_STD_VOLUME_COLOR,
ATTR_STD_VOLUME_FLAME,
ATTR_STD_VOLUME_HEAT,
ATTR_STD_VOLUME_VELOCITY,
ATTR_STD_POINTINESS,
ATTR_STD_NUM,
ATTR_STD_NOT_FOUND = ~0
} AttributeStandard;
typedef enum AttributeFlag {
ATTR_FINAL_SIZE = (1 << 0),
ATTR_SUBDIVIDED = (1 << 1),
} AttributeFlag;
typedef struct AttributeDescriptor {
AttributeElement element;
NodeAttributeType type;
uint flags; /* see enum AttributeFlag */
int offset;
} AttributeDescriptor;
/* Closure data */
#ifdef __MULTI_CLOSURE__
# ifndef __MAX_CLOSURE__
# define MAX_CLOSURE 64
# else
# define MAX_CLOSURE __MAX_CLOSURE__
# endif
#else
# define MAX_CLOSURE 1
#endif
/* 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
* weight member is located at the beginning of the struct for this reason.
*
* ShaderClosure has a fixed size, and any extra space must be allocated
* with closure_alloc_extra().
*
* We pad the struct to 80 bytes and ensure it is aligned to 16 bytes, which
* we assume to be the maximum required alignment for any struct. */
#define SHADER_CLOSURE_BASE \
float3 weight; \
ClosureType type; \
float sample_weight; \
float3 N
typedef ccl_addr_space struct ccl_align(16) ShaderClosure {
SHADER_CLOSURE_BASE;
float data[10]; /* pad to 80 bytes */
} ShaderClosure;
/* Shader Data
*
* Main shader state at a point on the surface or in a volume. All coordinates
* are in world space.
*/
enum ShaderDataFlag {
/* Runtime flags. */
/* Set when ray hits backside of surface. */
SD_BACKFACING = (1 << 0),
/* Shader has emissive closure. */
SD_EMISSION = (1 << 1),
/* Shader has BSDF closure. */
SD_BSDF = (1 << 2),
/* Shader has non-singular BSDF closure. */
SD_BSDF_HAS_EVAL = (1 << 3),
/* Shader has BSSRDF closure. */
SD_BSSRDF = (1 << 4),
/* Shader has holdout closure. */
SD_HOLDOUT = (1 << 5),
/* Shader has volume absorption closure. */
SD_ABSORPTION = (1 << 6),
/* Shader has have volume phase (scatter) closure. */
SD_SCATTER = (1 << 7),
/* Shader has AO closure. */
SD_AO = (1 << 8),
/* Shader has transparent closure. */
SD_TRANSPARENT = (1 << 9),
/* BSDF requires LCG for evaluation. */
SD_BSDF_NEEDS_LCG = (1 << 10),
SD_CLOSURE_FLAGS = (SD_EMISSION |
SD_BSDF |
SD_BSDF_HAS_EVAL |
SD_BSSRDF |
SD_HOLDOUT |
SD_ABSORPTION |
SD_SCATTER |
SD_AO |
SD_BSDF_NEEDS_LCG),
/* Shader flags. */
/* direct light sample */
SD_USE_MIS = (1 << 16),
/* Has transparent shadow. */
SD_HAS_TRANSPARENT_SHADOW = (1 << 17),
/* Has volume shader. */
SD_HAS_VOLUME = (1 << 18),
/* Has only volume shader, no surface. */
SD_HAS_ONLY_VOLUME = (1 << 19),
/* Has heterogeneous volume. */
SD_HETEROGENEOUS_VOLUME = (1 << 20),
/* BSSRDF normal uses bump. */
SD_HAS_BSSRDF_BUMP = (1 << 21),
/* Use equiangular volume sampling */
SD_VOLUME_EQUIANGULAR = (1 << 22),
/* Use multiple importance volume sampling. */
SD_VOLUME_MIS = (1 << 23),
/* Use cubic interpolation for voxels. */
SD_VOLUME_CUBIC = (1 << 24),
/* Has data connected to the displacement input or uses bump map. */
SD_HAS_BUMP = (1 << 25),
/* Has true displacement. */
SD_HAS_DISPLACEMENT = (1 << 26),
/* Has constant emission (value stored in __shader_flag) */
SD_HAS_CONSTANT_EMISSION = (1 << 27),
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)
};
/* Object flags. */
enum ShaderDataObjectFlag {
/* Holdout for camera rays. */
SD_OBJECT_HOLDOUT_MASK = (1 << 0),
/* Has object motion blur. */
SD_OBJECT_MOTION = (1 << 1),
/* Vertices have transform applied. */
SD_OBJECT_TRANSFORM_APPLIED = (1 << 2),
/* Vertices have negative scale applied. */
SD_OBJECT_NEGATIVE_SCALE_APPLIED = (1 << 3),
/* Object has a volume shader. */
SD_OBJECT_HAS_VOLUME = (1 << 4),
/* Object intersects AABB of an object with volume shader. */
SD_OBJECT_INTERSECTS_VOLUME = (1 << 5),
/* Has position for motion vertices. */
SD_OBJECT_HAS_VERTEX_MOTION = (1 << 6),
/* object is used to catch shadows */
SD_OBJECT_SHADOW_CATCHER = (1 << 7),
SD_OBJECT_FLAGS = (SD_OBJECT_HOLDOUT_MASK |
SD_OBJECT_MOTION |
SD_OBJECT_TRANSFORM_APPLIED |
SD_OBJECT_NEGATIVE_SCALE_APPLIED |
SD_OBJECT_HAS_VOLUME |
SD_OBJECT_INTERSECTS_VOLUME |
SD_OBJECT_SHADOW_CATCHER)
};
typedef ccl_addr_space struct ShaderData {
/* position */
float3 P;
/* smooth normal for shading */
float3 N;
/* true geometric normal */
float3 Ng;
/* view/incoming direction */
float3 I;
/* shader id */
int shader;
/* booleans describing shader, see ShaderDataFlag */
int flag;
/* booleans describing object of the shader, see ShaderDataObjectFlag */
int object_flag;
/* primitive id if there is one, ~0 otherwise */
int prim;
/* combined type and curve segment for hair */
int type;
/* parametric coordinates
* - barycentric weights for triangles */
float u;
float v;
/* object id if there is one, ~0 otherwise */
int object;
/* motion blur sample time */
float time;
/* length of the ray being shaded */
float ray_length;
#ifdef __RAY_DIFFERENTIALS__
/* differential of P. these are orthogonal to Ng, not N */
differential3 dP;
/* differential of I */
differential3 dI;
/* differential of u, v */
differential du;
differential dv;
#endif
#ifdef __DPDU__
/* differential of P w.r.t. parametric coordinates. note that dPdu is
* not readily suitable as a tangent for shading on triangles. */
float3 dPdu;
float3 dPdv;
#endif
#ifdef __OBJECT_MOTION__
/* object <-> world space transformations, cached to avoid
* re-interpolating them constantly for shading */
Transform ob_tfm;
Transform ob_itfm;
#endif
/* Closure data, we store a fixed array of closures */
struct ShaderClosure closure[MAX_CLOSURE];
int num_closure;
int num_closure_extra;
float randb_closure;
float3 svm_closure_weight;
/* LCG state for closures that require additional random numbers. */
uint lcg_state;
/* ray start position, only set for backgrounds */
float3 ray_P;
differential3 ray_dP;
#ifdef __OSL__
struct KernelGlobals *osl_globals;
struct PathState *osl_path_state;
#endif
} ShaderData;
/* Path State */
#ifdef __VOLUME__
typedef struct VolumeStack {
int object;
int shader;
} 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 */
/* bounce counting */
int bounce;
int diffuse_bounce;
int glossy_bounce;
int transmission_bounce;
int transparent_bounce;
#ifdef __DENOISING_FEATURES__
float denoising_feature_weight;
#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;
uint rng_congruential;
VolumeStack volume_stack[VOLUME_STACK_SIZE];
#endif
} PathState;
/* Subsurface */
/* Struct to gather multiple SSS hits. */
typedef struct SubsurfaceIntersection
{
Ray ray;
float3 weight[BSSRDF_MAX_HITS];
int num_hits;
struct Intersection hits[BSSRDF_MAX_HITS];
float3 Ng[BSSRDF_MAX_HITS];
} SubsurfaceIntersection;
/* Struct to gather SSS indirect rays and delay tracing them. */
typedef struct SubsurfaceIndirectRays
{
bool need_update_volume_stack;
bool tracing;
PathState state[BSSRDF_MAX_HITS];
struct PathRadiance direct_L;
int num_rays;
struct Ray rays[BSSRDF_MAX_HITS];
float3 throughputs[BSSRDF_MAX_HITS];
struct PathRadiance L[BSSRDF_MAX_HITS];
} SubsurfaceIndirectRays;
/* Constant Kernel Data
*
* These structs are passed from CPU to various devices, and the struct layout
* must match exactly. Structs are padded to ensure 16 byte alignment, and we
* do not use float3 because its size may not be the same on all devices. */
typedef struct KernelCamera {
/* type */
int type;
/* panorama */
int panorama_type;
float fisheye_fov;
float fisheye_lens;
float4 equirectangular_range;
/* stereo */
float interocular_offset;
float convergence_distance;
float pole_merge_angle_from;
float pole_merge_angle_to;
/* matrices */
Transform cameratoworld;
Transform rastertocamera;
/* differentials */
float4 dx;
float4 dy;
/* depth of field */
float aperturesize;
float blades;
float bladesrotation;
float focaldistance;
/* motion blur */
float shuttertime;
int have_motion, have_perspective_motion;
/* clipping */
float nearclip;
float cliplength;
/* sensor size */
float sensorwidth;
float sensorheight;
/* render size */
float width, height;
int resolution;
/* anamorphic lens bokeh */
float inv_aperture_ratio;
int is_inside_volume;
/* more matrices */
Transform screentoworld;
Transform rastertoworld;
/* work around cuda sm 2.0 crash, this seems to
* cross some limit in combination with motion
* Transform ndctoworld; */
Transform worldtoscreen;
Transform worldtoraster;
Transform worldtondc;
Transform worldtocamera;
MotionTransform motion;
/* Denotes changes in the projective matrix, namely in rastertocamera.
* Used for camera zoom motion blur,
*/
PerspectiveMotionTransform perspective_motion;
int shutter_table_offset;
/* Rolling shutter */
int rolling_shutter_type;
float rolling_shutter_duration;
int pad;
} KernelCamera;
static_assert_align(KernelCamera, 16);
typedef struct KernelFilm {
float exposure;
int pass_flag;
int pass_stride;
int use_light_pass;
int pass_combined;
int pass_depth;
int pass_normal;
int pass_motion;
int pass_motion_weight;
int pass_uv;
int pass_object_id;
int pass_material_id;
int pass_diffuse_color;
int pass_glossy_color;
int pass_transmission_color;
int pass_subsurface_color;
int pass_diffuse_indirect;
int pass_glossy_indirect;
int pass_transmission_indirect;
int pass_subsurface_indirect;
int pass_diffuse_direct;
int pass_glossy_direct;
int pass_transmission_direct;
int pass_subsurface_direct;
int pass_emission;
int pass_background;
int pass_ao;
float pass_alpha_threshold;
int pass_shadow;
float pass_shadow_scale;
int filter_table_offset;
int pass_pad2;
int pass_mist;
float mist_start;
float mist_inv_depth;
float mist_falloff;
int pass_denoising_data;
int pass_denoising_clean;
int denoising_flags;
int pad;
#ifdef __KERNEL_DEBUG__
int pass_bvh_traversed_nodes;
int pass_bvh_traversed_instances;
int pass_bvh_intersections;
int pass_ray_bounces;
#endif
} KernelFilm;
static_assert_align(KernelFilm, 16);
typedef struct KernelBackground {
/* only shader index */
int surface_shader;
int volume_shader;
int transparent;
int pad;
/* ambient occlusion */
float ao_factor;
float ao_distance;
float ao_pad1, ao_pad2;
} 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;
float pdf_lights;
float inv_pdf_lights;
int pdf_background_res;
/* light portals */
float portal_pdf;
int num_portals;
int portal_offset;
/* bounces */
int max_bounce;
int max_diffuse_bounce;
int max_glossy_bounce;
int max_transmission_bounce;
int max_volume_bounce;
int ao_bounces;
/* transparent */
int transparent_max_bounce;
int transparent_shadows;
/* caustics */
int caustics_reflective;
int caustics_refractive;
float filter_glossy;
/* seed */
int seed;
/* clamp */
float sample_clamp_direct;
float sample_clamp_indirect;
/* branched path */
int branched;
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;
/* volume render */
int use_volumes;
int volume_max_steps;
float volume_step_size;
int volume_samples;
float light_inv_rr_threshold;
int start_sample;
int pad1;
} KernelIntegrator;
static_assert_align(KernelIntegrator, 16);
typedef struct KernelBVH {
/* root node */
int root;
int attributes_map_stride;
int have_motion;
int have_curves;
int have_instancing;
int use_qbvh;
int use_bvh_steps;
int pad1;
} KernelBVH;
static_assert_align(KernelBVH, 16);
typedef enum CurveFlag {
/* runtime flags */
CURVE_KN_BACKFACING = 1, /* backside of cylinder? */
CURVE_KN_ENCLOSEFILTER = 2, /* don't consider strands surrounding start point? */
CURVE_KN_INTERPOLATE = 4, /* render as a curve? */
CURVE_KN_ACCURATE = 8, /* use accurate intersections test? */
CURVE_KN_INTERSECTCORRECTION = 16, /* correct for width after determing closest midpoint? */
CURVE_KN_TRUETANGENTGNORMAL = 32, /* use tangent normal for geometry? */
CURVE_KN_RIBBONS = 64, /* use flat curve ribbons */
} CurveFlag;
typedef struct KernelCurves {
int curveflags;
int subdivisions;
float minimum_width;
float maximum_width;
} KernelCurves;
static_assert_align(KernelCurves, 16);
typedef struct KernelTables {
int beckmann_offset;
int pad1, pad2, pad3;
} KernelTables;
static_assert_align(KernelTables, 16);
typedef struct KernelData {
KernelCamera cam;
KernelFilm film;
KernelBackground background;
KernelIntegrator integrator;
KernelBVH bvh;
KernelCurves curve;
KernelTables tables;
} KernelData;
static_assert_align(KernelData, 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
* Queeu 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,
/* Denoted ray has exited path-iteration and needs to update output buffer. */
RAY_UPDATE_BUFFER,
/* Donotes 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
/* Patch map node flags */
#define PATCH_MAP_NODE_IS_SET (1 << 30)
#define PATCH_MAP_NODE_IS_LEAF (1u << 31)
#define PATCH_MAP_NODE_INDEX_MASK (~(PATCH_MAP_NODE_IS_SET | PATCH_MAP_NODE_IS_LEAF))
CCL_NAMESPACE_END
#endif /* __KERNEL_TYPES_H__ */
|