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|
/*
* 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_math.h"
#include "svm/svm_types.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 11
#define OBJECT_VECTOR_SIZE 6
#define LIGHT_SIZE 5
#define FILTER_TABLE_SIZE 1024
#define RAMP_TABLE_SIZE 256
#define SHUTTER_TABLE_SIZE 256
#define PARTICLE_SIZE 5
#define TIME_INVALID FLT_MAX
#define BSSRDF_MIN_RADIUS 1e-8f
#define BSSRDF_MAX_HITS 4
#define BECKMANN_TABLE_SIZE 256
#define TEX_NUM_FLOAT_IMAGES 5
#define SHADER_NONE (~0)
#define OBJECT_NONE (~0)
#define PRIM_NONE (~0)
#define LAMP_NONE (~0)
#define VOLUME_STACK_SIZE 16
/* 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 __SUBSURFACE__
#define __CMJ__
#define __VOLUME__
#define __VOLUME_DECOUPLED__
#define __VOLUME_SCATTER__
#define __SHADOW_RECORD_ALL__
#define __VOLUME_RECORD_ALL__
#endif
#ifdef __KERNEL_CUDA__
#define __KERNEL_SHADING__
#define __KERNEL_ADV_SHADING__
#define __BRANCHED_PATH__
#define __VOLUME__
#define __VOLUME_SCATTER__
#define __SUBSURFACE__
#define __CMJ__
#endif
#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__
# ifdef __KERNEL_EXPERIMENTAL__
# define __CMJ__
# endif
#endif
#ifdef __KERNEL_OPENCL_APPLE__
# define __KERNEL_SHADING__
# define __KERNEL_ADV_SHADING__
/* 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.
*/
# ifdef __KERNEL_EXPERIMENTAL__
# define __CMJ__
# endif
#endif
#ifdef __KERNEL_OPENCL_AMD__
# define __CL_USE_NATIVE__
# define __KERNEL_SHADING__
# define __MULTI_CLOSURE__
# define __PASSES__
# define __BACKGROUND_MIS__
# define __LAMP_MIS__
# define __AO__
# define __CAMERA_MOTION__
# define __OBJECT_MOTION__
# define __HAIR__
# ifdef __KERNEL_EXPERIMENTAL__
# define __TRANSPARENT_SHADOWS__
# endif
#endif
#ifdef __KERNEL_OPENCL_INTEL_CPU__
# define __CL_USE_NATIVE__
# define __KERNEL_SHADING__
# define __KERNEL_ADV_SHADING__
# ifdef __KERNEL_EXPERIMENTAL__
# define __CMJ__
# endif
#endif
#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__
#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__
#endif
#ifdef WITH_CYCLES_DEBUG
# define __KERNEL_DEBUG__
#endif
/* Scene-based selective featrues 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_SUBSURFACE__
# undef __SUBSURFACE__
#endif
#ifdef __NO_BRANCHED_PATH__
# undef __BRANCHED_PATH__
#endif
/* Random Numbers */
typedef uint RNG;
/* 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_LIGHT = 3,
PRNG_LIGHT_U = 4,
PRNG_LIGHT_V = 5,
PRNG_UNUSED_3 = 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
};
/* these flags values correspond to raytypes in osl.cpp, so keep them in sync!
*
* for ray visibility tests in BVH traversal, the upper 20 bits are used for
* layer visibility tests. */
enum PathRayFlag {
PATH_RAY_CAMERA = 1,
PATH_RAY_REFLECT = 2,
PATH_RAY_TRANSMIT = 4,
PATH_RAY_DIFFUSE = 8,
PATH_RAY_GLOSSY = 16,
PATH_RAY_SINGULAR = 32,
PATH_RAY_TRANSPARENT = 64,
PATH_RAY_SHADOW_OPAQUE = 128,
PATH_RAY_SHADOW_TRANSPARENT = 256,
PATH_RAY_SHADOW = (PATH_RAY_SHADOW_OPAQUE|PATH_RAY_SHADOW_TRANSPARENT),
PATH_RAY_CURVE = 512, /* visibility flag to define curve segments */
PATH_RAY_VOLUME_SCATTER = 1024, /* volume scattering */
/* note that these can use maximum 12 bits, the other are for layers */
PATH_RAY_ALL_VISIBILITY = (1|2|4|8|16|32|64|128|256|512|1024),
PATH_RAY_MIS_SKIP = 2048,
PATH_RAY_DIFFUSE_ANCESTOR = 4096,
PATH_RAY_SINGLE_PASS_DONE = 8192,
/* we need layer member flags to be the 20 upper bits */
PATH_RAY_LAYER_SHIFT = (32-20)
};
/* 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_TRAVERSAL_STEPS = (1 << 26),
PASS_BVH_TRAVERSED_INSTANCES = (1 << 27),
PASS_RAY_BOUNCES = (1 << 28),
#endif
} PassType;
#define PASS_ALL (~0)
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;
#ifdef __PASSES__
typedef ccl_addr_space struct PathRadiance {
int use_light_pass;
float3 emission;
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;
} PathRadiance;
typedef struct BsdfEval {
int use_light_pass;
float3 diffuse;
float3 glossy;
float3 transmission;
float3 transparent;
float3 subsurface;
float3 scatter;
} BsdfEval;
#else
typedef ccl_addr_space float3 PathRadiance;
typedef float3 BsdfEval;
#endif
/* 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,
PANORAMA_MIRRORBALL,
PANORAMA_FISHEYE_EQUIDISTANT,
PANORAMA_FISHEYE_EQUISOLID
};
/* 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 ccl_addr_space struct Intersection {
float t, u, v;
int prim;
int object;
int type;
#ifdef __KERNEL_DEBUG__
int num_traversal_steps;
int num_traversed_instances;
#endif
} Intersection;
/* Primitives */
typedef enum PrimitiveType {
PRIMITIVE_NONE = 0,
PRIMITIVE_TRIANGLE = 1,
PRIMITIVE_MOTION_TRIANGLE = 2,
PRIMITIVE_CURVE = 4,
PRIMITIVE_MOTION_CURVE = 8,
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 primitives.
* NOTE: This is an actual value, not a bitflag.
*/
PRIMITIVE_NUM_TOTAL = 4,
} PrimitiveType;
#define PRIMITIVE_PACK_SEGMENT(type, segment) ((segment << 16) | type)
#define PRIMITIVE_UNPACK_SEGMENT(type) (type >> 16)
/* Attributes */
#define ATTR_PRIM_TYPES 2
#define ATTR_PRIM_CURVE 1
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;
/* 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 to be 16 bytes aligned, we also keep some extra precautions:
* - All the float3 members are in the beginning of the struct, so compiler
* does not put own padding trying to align this members.
* - We make sure OSL pointer is also 16 bytes aligned.
*/
typedef ccl_addr_space struct ShaderClosure {
float3 weight;
float3 N;
float3 T;
ClosureType type;
float sample_weight;
float data0;
float data1;
float data2;
int pad1, pad2, pad3;
#ifdef __OSL__
void *prim, *pad4;
#endif
} ShaderClosure;
/* Shader Context
*
* For OSL we recycle a fixed number of contexts for speed */
typedef enum ShaderContext {
SHADER_CONTEXT_MAIN = 0,
SHADER_CONTEXT_INDIRECT = 1,
SHADER_CONTEXT_EMISSION = 2,
SHADER_CONTEXT_SHADOW = 3,
SHADER_CONTEXT_SSS = 4,
SHADER_CONTEXT_VOLUME = 5,
SHADER_CONTEXT_NUM = 6
} ShaderContext;
/* 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 */
SD_BACKFACING = (1 << 0), /* backside of surface? */
SD_EMISSION = (1 << 1), /* have emissive closure? */
SD_BSDF = (1 << 2), /* have bsdf closure? */
SD_BSDF_HAS_EVAL = (1 << 3), /* have non-singular bsdf closure? */
SD_BSSRDF = (1 << 4), /* have bssrdf */
SD_HOLDOUT = (1 << 5), /* have holdout closure? */
SD_ABSORPTION = (1 << 6), /* have volume absorption closure? */
SD_SCATTER = (1 << 7), /* have volume phase closure? */
SD_AO = (1 << 8), /* have ao closure? */
SD_TRANSPARENT = (1 << 9), /* have transparent closure? */
SD_CLOSURE_FLAGS = (SD_EMISSION|SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSSRDF|
SD_HOLDOUT|SD_ABSORPTION|SD_SCATTER|SD_AO),
/* shader flags */
SD_USE_MIS = (1 << 10), /* direct light sample */
SD_HAS_TRANSPARENT_SHADOW = (1 << 11), /* has transparent shadow */
SD_HAS_VOLUME = (1 << 12), /* has volume shader */
SD_HAS_ONLY_VOLUME = (1 << 13), /* has only volume shader, no surface */
SD_HETEROGENEOUS_VOLUME = (1 << 14), /* has heterogeneous volume */
SD_HAS_BSSRDF_BUMP = (1 << 15), /* bssrdf normal uses bump */
SD_VOLUME_EQUIANGULAR = (1 << 16), /* use equiangular sampling */
SD_VOLUME_MIS = (1 << 17), /* use multiple importance sampling */
SD_VOLUME_CUBIC = (1 << 18), /* use cubic interpolation for voxels */
SD_HAS_BUMP = (1 << 19), /* has data connected to the displacement input */
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),
/* object flags */
SD_HOLDOUT_MASK = (1 << 20), /* holdout for camera rays */
SD_OBJECT_MOTION = (1 << 21), /* has object motion blur */
SD_TRANSFORM_APPLIED = (1 << 22), /* vertices have transform applied */
SD_NEGATIVE_SCALE_APPLIED = (1 << 23), /* vertices have negative scale applied */
SD_OBJECT_HAS_VOLUME = (1 << 24), /* object has a volume shader */
SD_OBJECT_INTERSECTS_VOLUME = (1 << 25), /* object intersects AABB of an object with volume shader */
SD_OBJECT_HAS_VERTEX_MOTION = (1 << 26), /* has position for motion vertices */
SD_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED|
SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME|
SD_OBJECT_INTERSECTS_VOLUME)
};
struct KernelGlobals;
#ifdef __SPLIT_KERNEL__
# define SD_THREAD (get_global_id(1) * get_global_size(0) + get_global_id(0))
# if defined(__SPLIT_KERNEL_AOS__)
/* ShaderData is stored as an Array-of-Structures */
# define ccl_fetch(s, t) (s[SD_THREAD].t)
# define ccl_fetch_array(s, t, index) (&s[SD_THREAD].t[index])
# else
/* ShaderData is stored as an Structure-of-Arrays */
# define SD_GLOBAL_SIZE (get_global_size(0) * get_global_size(1))
# define SD_FIELD_SIZE(t) sizeof(((struct ShaderData*)0)->t)
# define SD_OFFSETOF(t) ((char*)(&((struct ShaderData*)0)->t) - (char*)0)
# define ccl_fetch(s, t) (((ShaderData*)((ccl_addr_space char*)s + SD_GLOBAL_SIZE * SD_OFFSETOF(t) + SD_FIELD_SIZE(t) * SD_THREAD - SD_OFFSETOF(t)))->t)
# define ccl_fetch_array(s, t, index) (&ccl_fetch(s, t)[index])
# endif
#else
# define ccl_fetch(s, t) (s->t)
# define ccl_fetch_array(s, t, index) (&s->t[index])
#endif
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;
/* 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;
/* ray bounce depth */
int ray_depth;
/* ray transparent depth */
int transparent_depth;
#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;
float randb_closure;
/* 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 */
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;
/* 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;
RNG rng_congruential;
VolumeStack volume_stack[VOLUME_STACK_SIZE];
#endif
} PathState;
/* Subsurface */
/* Struct to gather multiple SSS hits. */
struct SubsurfaceIntersection
{
Ray ray;
float3 weight[BSSRDF_MAX_HITS];
int num_hits;
struct Intersection hits[BSSRDF_MAX_HITS];
float3 Ng[BSSRDF_MAX_HITS];
};
/* Struct to gather SSS indirect rays and delay tracing them. */
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];
};
/* 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;
/* 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;
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;
#ifdef __KERNEL_DEBUG__
int pass_bvh_traversal_steps;
int pass_bvh_traversed_instances;
int pass_ray_bounces;
int pass_pad3;
#endif
} KernelFilm;
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;
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 min_bounce;
int max_bounce;
int max_diffuse_bounce;
int max_glossy_bounce;
int max_transmission_bounce;
int max_volume_bounce;
/* transparent */
int transparent_min_bounce;
int transparent_max_bounce;
int transparent_shadows;
/* caustics */
int caustics_reflective;
int caustics_refractive;
float filter_glossy;
/* seed */
int seed;
/* render layer */
int layer_flag;
/* 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;
int pad;
} KernelIntegrator;
typedef struct KernelBVH {
/* root node */
int root;
int attributes_map_stride;
int have_motion;
int have_curves;
int have_instancing;
int use_qbvh;
int pad1, pad2;
} KernelBVH;
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;
typedef struct KernelTables {
int beckmann_offset;
int pad1, pad2, pad3;
} KernelTables;
typedef struct KernelData {
KernelCamera cam;
KernelFilm film;
KernelBackground background;
KernelIntegrator integrator;
KernelBVH bvh;
KernelCurves curve;
KernelTables tables;
} KernelData;
#ifdef __KERNEL_DEBUG__
typedef ccl_addr_space struct DebugData {
// Total number of BVH node traversal steps and primitives intersections
// for the camera rays.
int num_bvh_traversal_steps;
int num_bvh_traversed_instances;
int num_ray_bounces;
} DebugData;
#endif
/* 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
*/
#define NUM_QUEUES 4
/* Queue names */
enum QueueNumber {
QUEUE_ACTIVE_AND_REGENERATED_RAYS = 0, /* All active rays and regenerated rays are enqueued here. */
QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS = 1, /* 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_SHADOW_RAY_CAST_AO_RAYS = 2, /* All rays for which a shadow ray should be cast to determine radiance
* contribution for AO are enqueued here.
*/
QUEUE_SHADOW_RAY_CAST_DL_RAYS = 3, /* All rays for which a shadow ray should be cast to determine radiance
* contributing for direct lighting are enqueued here.
*/
};
/* We use RAY_STATE_MASK to get ray_state (enums 0 to 5) */
#define RAY_STATE_MASK 0x007
#define RAY_FLAG_MASK 0x0F8
enum RayState {
RAY_ACTIVE = 0, // Denotes ray is actively involved in path-iteration
RAY_INACTIVE = 1, // Denotes ray has completed processing all samples and is inactive
RAY_UPDATE_BUFFER = 2, // Denoted ray has exited path-iteration and needs to update output buffer
RAY_HIT_BACKGROUND = 3, // Donotes ray has hit background
RAY_TO_REGENERATE = 4, // Denotes ray has to be regenerated
RAY_REGENERATED = 5, // Denotes ray has been regenerated
RAY_SKIP_DL = 6, // Denotes ray should skip direct lighting
RAY_SHADOW_RAY_CAST_AO = 16, // Flag's ray has to execute shadow blocked function in AO part
RAY_SHADOW_RAY_CAST_DL = 32 // Flag's ray has to execute shadow blocked function in direct lighting part
};
#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_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)
CCL_NAMESPACE_END
#endif /* __KERNEL_TYPES_H__ */
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