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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.
*/
#pragma once
#if !defined(__KERNEL_GPU__) && defined(WITH_EMBREE)
# include <embree3/rtcore.h>
# include <embree3/rtcore_scene.h>
# define __EMBREE__
#endif
#include "util/math.h"
#include "util/math_fast.h"
#include "util/math_intersect.h"
#include "util/projection.h"
#include "util/static_assert.h"
#include "util/texture.h"
#include "util/transform.h"
#include "kernel/svm/types.h"
#ifndef __KERNEL_GPU__
# define __KERNEL_CPU__
#endif
CCL_NAMESPACE_BEGIN
/* Constants */
#define OBJECT_MOTION_PASS_SIZE 2
#define FILTER_TABLE_SIZE 1024
#define RAMP_TABLE_SIZE 256
#define SHUTTER_TABLE_SIZE 256
#define BSSRDF_MIN_RADIUS 1e-8f
#define BSSRDF_MAX_HITS 4
#define BSSRDF_MAX_BOUNCES 256
#define LOCAL_MAX_HITS 4
#define VOLUME_BOUNDS_MAX 1024
#define BECKMANN_TABLE_SIZE 256
#define SHADER_NONE (~0)
#define OBJECT_NONE (~0)
#define PRIM_NONE (~0)
#define LAMP_NONE (~0)
#define ID_NONE (0.0f)
#define PASS_UNUSED (~0)
#define INTEGRATOR_SHADOW_ISECT_SIZE_CPU 1024U
#define INTEGRATOR_SHADOW_ISECT_SIZE_GPU 4U
#ifdef __KERNEL_CPU__
# define INTEGRATOR_SHADOW_ISECT_SIZE INTEGRATOR_SHADOW_ISECT_SIZE_CPU
#else
# define INTEGRATOR_SHADOW_ISECT_SIZE INTEGRATOR_SHADOW_ISECT_SIZE_GPU
#endif
/* Kernel features */
#define __SOBOL__
#define __DPDU__
#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_CATCHER__
#define __DENOISING_FEATURES__
#define __SHADER_RAYTRACE__
#define __AO__
#define __PASSES__
#define __HAIR__
#define __SVM__
#define __EMISSION__
#define __HOLDOUT__
#define __TRANSPARENT_SHADOWS__
#define __BACKGROUND_MIS__
#define __LAMP_MIS__
#define __CAMERA_MOTION__
#define __OBJECT_MOTION__
#define __BAKING__
#define __PRINCIPLED__
#define __SUBSURFACE__
#define __VOLUME__
#define __CMJ__
#define __SHADOW_RECORD_ALL__
#define __BRANCHED_PATH__
/* Device specific features */
#ifdef __KERNEL_CPU__
# ifdef WITH_OSL
# define __OSL__
# endif
# define __VOLUME_RECORD_ALL__
#endif /* __KERNEL_CPU__ */
#ifdef __KERNEL_GPU_RAYTRACING__
# undef __BAKING__
#endif /* __KERNEL_GPU_RAYTRACING__ */
/* Scene-based selective features compilation. */
#ifdef __KERNEL_FEATURES__
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_CAMERA_MOTION)
# undef __CAMERA_MOTION__
# endif
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_OBJECT_MOTION)
# undef __OBJECT_MOTION__
# endif
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_HAIR)
# undef __HAIR__
# endif
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_VOLUME)
# undef __VOLUME__
# endif
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_SUBSURFACE)
# undef __SUBSURFACE__
# endif
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_BAKING)
# undef __BAKING__
# endif
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_PATCH_EVALUATION)
# undef __PATCH_EVAL__
# endif
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_TRANSPARENT)
# undef __TRANSPARENT_SHADOWS__
# endif
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_SHADOW_CATCHER)
# undef __SHADOW_CATCHER__
# endif
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_PRINCIPLED)
# undef __PRINCIPLED__
# endif
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_DENOISING)
# undef __DENOISING_FEATURES__
# endif
#endif
#ifdef WITH_CYCLES_DEBUG_NAN
# define __KERNEL_DEBUG_NAN__
#endif
/* Features that enable others */
#if defined(__SUBSURFACE__) || defined(__SHADER_RAYTRACE__)
# define __BVH_LOCAL__
#endif
/* 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,
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) */
PRNG_BASE_NUM = 10,
PRNG_BSDF_U = 0,
PRNG_BSDF_V = 1,
PRNG_LIGHT_U = 2,
PRNG_LIGHT_V = 3,
PRNG_LIGHT_TERMINATE = 4,
PRNG_TERMINATE = 5,
PRNG_PHASE_CHANNEL = 6,
PRNG_SCATTER_DISTANCE = 7,
PRNG_BOUNCE_NUM = 8,
PRNG_BEVEL_U = 6, /* reuse volume dimension, correlation won't harm */
PRNG_BEVEL_V = 7,
};
enum SamplingPattern {
SAMPLING_PATTERN_SOBOL = 0,
SAMPLING_PATTERN_PMJ = 1,
SAMPLING_NUM_PATTERNS,
};
/* These flags values correspond to `raytypes` in `osl.cpp`, so keep them in sync! */
enum PathRayFlag {
/* --------------------------------------------------------------------
* Ray visibility.
*
* NOTE: Recalculated after a surface bounce.
*/
PATH_RAY_CAMERA = (1U << 0U),
PATH_RAY_REFLECT = (1U << 1U),
PATH_RAY_TRANSMIT = (1U << 2U),
PATH_RAY_DIFFUSE = (1U << 3U),
PATH_RAY_GLOSSY = (1U << 4U),
PATH_RAY_SINGULAR = (1U << 5U),
PATH_RAY_TRANSPARENT = (1U << 6U),
PATH_RAY_VOLUME_SCATTER = (1U << 7U),
/* Shadow ray visibility. */
PATH_RAY_SHADOW_OPAQUE = (1U << 8U),
PATH_RAY_SHADOW_TRANSPARENT = (1U << 9U),
PATH_RAY_SHADOW = (PATH_RAY_SHADOW_OPAQUE | PATH_RAY_SHADOW_TRANSPARENT),
/* Special flag to tag unaligned BVH nodes.
* Only set and used in BVH nodes to distinguish how to interpret bounding box information stored
* in the node (either it should be intersected as AABB or as OBBU). */
PATH_RAY_NODE_UNALIGNED = (1U << 10U),
/* Subset of flags used for ray visibility for intersection.
*
* NOTE: SHADOW_CATCHER macros below assume there are no more than
* 16 visibility bits. */
PATH_RAY_ALL_VISIBILITY = ((1U << 11U) - 1U),
/* --------------------------------------------------------------------
* Path flags.
*/
/* Don't apply multiple importance sampling weights to emission from
* lamp or surface hits, because they were not direct light sampled. */
PATH_RAY_MIS_SKIP = (1U << 11U),
/* Diffuse bounce earlier in the path, skip SSS to improve performance
* and avoid branching twice with disk sampling SSS. */
PATH_RAY_DIFFUSE_ANCESTOR = (1U << 12U),
/* Single pass has been written. */
PATH_RAY_SINGLE_PASS_DONE = (1U << 13U),
/* Zero background alpha, for camera or transparent glass rays. */
PATH_RAY_TRANSPARENT_BACKGROUND = (1U << 14U),
/* Terminate ray immediately at next bounce. */
PATH_RAY_TERMINATE_ON_NEXT_SURFACE = (1U << 15U),
PATH_RAY_TERMINATE_IN_NEXT_VOLUME = (1U << 16U),
/* Ray is to be terminated, but continue with transparent bounces and
* emission as long as we encounter them. This is required to make the
* MIS between direct and indirect light rays match, as shadow rays go
* through transparent surfaces to reach emission too. */
PATH_RAY_TERMINATE_AFTER_TRANSPARENT = (1U << 17U),
/* Terminate ray immediately after volume shading. */
PATH_RAY_TERMINATE_AFTER_VOLUME = (1U << 18U),
/* Ray is to be terminated. */
PATH_RAY_TERMINATE = (PATH_RAY_TERMINATE_ON_NEXT_SURFACE | PATH_RAY_TERMINATE_IN_NEXT_VOLUME |
PATH_RAY_TERMINATE_AFTER_TRANSPARENT | PATH_RAY_TERMINATE_AFTER_VOLUME),
/* Path and shader is being evaluated for direct lighting emission. */
PATH_RAY_EMISSION = (1U << 19U),
/* Perform subsurface scattering. */
PATH_RAY_SUBSURFACE_RANDOM_WALK = (1U << 20U),
PATH_RAY_SUBSURFACE_DISK = (1U << 21U),
PATH_RAY_SUBSURFACE_USE_FRESNEL = (1U << 22U),
PATH_RAY_SUBSURFACE_BACKFACING = (1U << 23U),
PATH_RAY_SUBSURFACE = (PATH_RAY_SUBSURFACE_RANDOM_WALK | PATH_RAY_SUBSURFACE_DISK |
PATH_RAY_SUBSURFACE_USE_FRESNEL | PATH_RAY_SUBSURFACE_BACKFACING),
/* Contribute to denoising features. */
PATH_RAY_DENOISING_FEATURES = (1U << 24U),
/* Render pass categories. */
PATH_RAY_SURFACE_PASS = (1U << 25U),
PATH_RAY_VOLUME_PASS = (1U << 26U),
PATH_RAY_ANY_PASS = (PATH_RAY_SURFACE_PASS | PATH_RAY_VOLUME_PASS),
/* Shadow ray is for a light or surface, or AO. */
PATH_RAY_SHADOW_FOR_LIGHT = (1U << 27U),
PATH_RAY_SHADOW_FOR_AO = (1U << 28U),
/* A shadow catcher object was hit and the path was split into two. */
PATH_RAY_SHADOW_CATCHER_HIT = (1U << 29U),
/* A shadow catcher object was hit and this path traces only shadow catchers, writing them into
* their dedicated pass for later division.
*
* NOTE: Is not covered with `PATH_RAY_ANY_PASS` because shadow catcher does special handling
* which is separate from the light passes. */
PATH_RAY_SHADOW_CATCHER_PASS = (1U << 30U),
/* Path is evaluating background for an approximate shadow catcher with non-transparent film. */
PATH_RAY_SHADOW_CATCHER_BACKGROUND = (1U << 31U),
};
/* Configure ray visibility bits for rays and objects respectively,
* to make shadow catchers work.
*
* On shadow catcher paths we want to ignore any intersections with non-catchers,
* whereas on regular paths we want to intersect all objects. */
#define SHADOW_CATCHER_VISIBILITY_SHIFT(visibility) ((visibility) << 16)
#define SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility) \
(((path_flag)&PATH_RAY_SHADOW_CATCHER_PASS) ? SHADOW_CATCHER_VISIBILITY_SHIFT(visibility) : \
(visibility))
#define SHADOW_CATCHER_OBJECT_VISIBILITY(is_shadow_catcher, visibility) \
(((is_shadow_catcher) ? SHADOW_CATCHER_VISIBILITY_SHIFT(visibility) : 0) | (visibility))
/* Closure Label */
typedef enum ClosureLabel {
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,
LABEL_TRANSMIT_TRANSPARENT = 128,
LABEL_SUBSURFACE_SCATTER = 256,
} ClosureLabel;
/* Render Passes */
#define PASS_NAME_JOIN(a, b) a##_##b
#define PASSMASK(pass) (1 << ((PASS_NAME_JOIN(PASS, pass)) % 32))
// NOTE: Keep in sync with `Pass::get_type_enum()`.
typedef enum PassType {
PASS_NONE = 0,
/* Light Passes */
PASS_COMBINED = 1,
PASS_EMISSION,
PASS_BACKGROUND,
PASS_AO,
PASS_SHADOW,
PASS_DIFFUSE,
PASS_DIFFUSE_DIRECT,
PASS_DIFFUSE_INDIRECT,
PASS_GLOSSY,
PASS_GLOSSY_DIRECT,
PASS_GLOSSY_INDIRECT,
PASS_TRANSMISSION,
PASS_TRANSMISSION_DIRECT,
PASS_TRANSMISSION_INDIRECT,
PASS_VOLUME,
PASS_VOLUME_DIRECT,
PASS_VOLUME_INDIRECT,
PASS_CATEGORY_LIGHT_END = 31,
/* Data passes */
PASS_DEPTH = 32,
PASS_POSITION,
PASS_NORMAL,
PASS_ROUGHNESS,
PASS_UV,
PASS_OBJECT_ID,
PASS_MATERIAL_ID,
PASS_MOTION,
PASS_MOTION_WEIGHT,
PASS_CRYPTOMATTE,
PASS_AOV_COLOR,
PASS_AOV_VALUE,
PASS_ADAPTIVE_AUX_BUFFER,
PASS_SAMPLE_COUNT,
PASS_DIFFUSE_COLOR,
PASS_GLOSSY_COLOR,
PASS_TRANSMISSION_COLOR,
/* No Scatter color since it's tricky to define what it would even mean. */
PASS_MIST,
PASS_DENOISING_NORMAL,
PASS_DENOISING_ALBEDO,
PASS_DENOISING_DEPTH,
/* PASS_SHADOW_CATCHER accumulates contribution of shadow catcher object which is not affected by
* any other object. The pass accessor will divide the combined pass by the shadow catcher. The
* result of this division is then to be multiplied with the backdrop. The alpha channel of this
* pass contains number of samples which contributed to the color components of the pass.
*
* PASS_SHADOW_CATCHER_SAMPLE_COUNT contains number of samples for which the path split
* happened.
*
* PASS_SHADOW_CATCHER_MATTE contains pass which contains non-catcher objects. This pass is to be
* alpha-overed onto the backdrop (after multiplication). */
PASS_SHADOW_CATCHER,
PASS_SHADOW_CATCHER_SAMPLE_COUNT,
PASS_SHADOW_CATCHER_MATTE,
PASS_CATEGORY_DATA_END = 63,
PASS_BAKE_PRIMITIVE,
PASS_BAKE_DIFFERENTIAL,
PASS_CATEGORY_BAKE_END = 95,
PASS_NUM,
} PassType;
#define PASS_ANY (~0)
typedef enum CryptomatteType {
CRYPT_NONE = 0,
CRYPT_OBJECT = (1 << 0),
CRYPT_MATERIAL = (1 << 1),
CRYPT_ASSET = (1 << 2),
CRYPT_ACCURATE = (1 << 3),
} CryptomatteType;
typedef struct BsdfEval {
float3 diffuse;
float3 glossy;
float3 sum;
} BsdfEval;
/* Closure Filter */
typedef enum FilterClosures {
FILTER_CLOSURE_EMISSION = (1 << 0),
FILTER_CLOSURE_DIFFUSE = (1 << 1),
FILTER_CLOSURE_GLOSSY = (1 << 2),
FILTER_CLOSURE_TRANSMISSION = (1 << 3),
FILTER_CLOSURE_TRANSPARENT = (1 << 4),
FILTER_CLOSURE_DIRECT_LIGHT = (1 << 5),
} FilterClosures;
/* 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_SHADOW_CATCHER = (1 << 22),
SHADER_EXCLUDE_ANY = (SHADER_EXCLUDE_DIFFUSE | SHADER_EXCLUDE_GLOSSY | SHADER_EXCLUDE_TRANSMIT |
SHADER_EXCLUDE_CAMERA | SHADER_EXCLUDE_SCATTER |
SHADER_EXCLUDE_SHADOW_CATCHER),
SHADER_MASK = ~(SHADER_SMOOTH_NORMAL | SHADER_CAST_SHADOW | SHADER_AREA_LIGHT | SHADER_USE_MIS |
SHADER_EXCLUDE_ANY)
} 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_FISHEYE_LENS_POLYNOMIAL = 4,
PANORAMA_NUM_TYPES,
};
/* Direct Light Sampling */
enum DirectLightSamplingType {
DIRECT_LIGHT_SAMPLING_MIS = 0,
DIRECT_LIGHT_SAMPLING_FORWARD = 1,
DIRECT_LIGHT_SAMPLING_NEE = 2,
DIRECT_LIGHT_SAMPLING_NUM,
};
/* Differential */
typedef struct differential3 {
float3 dx;
float3 dy;
} differential3;
typedef struct differential {
float dx;
float dy;
} differential;
/* Ray */
typedef struct Ray {
float3 P; /* origin */
float3 D; /* direction */
float t; /* length of the ray */
float time; /* time (for motion blur) */
#ifdef __RAY_DIFFERENTIALS__
float dP;
float dD;
#endif
} Ray;
/* Intersection */
typedef struct Intersection {
float t, u, v;
int prim;
int object;
int type;
} Intersection;
/* Primitives */
typedef enum PrimitiveType {
PRIMITIVE_NONE = 0,
PRIMITIVE_TRIANGLE = (1 << 0),
PRIMITIVE_MOTION_TRIANGLE = (1 << 1),
PRIMITIVE_CURVE_THICK = (1 << 2),
PRIMITIVE_MOTION_CURVE_THICK = (1 << 3),
PRIMITIVE_CURVE_RIBBON = (1 << 4),
PRIMITIVE_MOTION_CURVE_RIBBON = (1 << 5),
PRIMITIVE_VOLUME = (1 << 6),
PRIMITIVE_LAMP = (1 << 7),
PRIMITIVE_ALL_TRIANGLE = (PRIMITIVE_TRIANGLE | PRIMITIVE_MOTION_TRIANGLE),
PRIMITIVE_ALL_CURVE = (PRIMITIVE_CURVE_THICK | PRIMITIVE_MOTION_CURVE_THICK |
PRIMITIVE_CURVE_RIBBON | PRIMITIVE_MOTION_CURVE_RIBBON),
PRIMITIVE_ALL_VOLUME = (PRIMITIVE_VOLUME),
PRIMITIVE_ALL_MOTION = (PRIMITIVE_MOTION_TRIANGLE | PRIMITIVE_MOTION_CURVE_THICK |
PRIMITIVE_MOTION_CURVE_RIBBON),
PRIMITIVE_ALL = (PRIMITIVE_ALL_TRIANGLE | PRIMITIVE_ALL_CURVE | PRIMITIVE_ALL_VOLUME |
PRIMITIVE_LAMP),
PRIMITIVE_NUM = 8,
} PrimitiveType;
#define PRIMITIVE_PACK_SEGMENT(type, segment) ((segment << PRIMITIVE_NUM) | (type))
#define PRIMITIVE_UNPACK_SEGMENT(type) (type >> PRIMITIVE_NUM)
typedef enum CurveShapeType {
CURVE_RIBBON = 0,
CURVE_THICK = 1,
CURVE_NUM_SHAPE_TYPES,
} CurveShapeType;
/* Attributes */
typedef enum AttributePrimitive {
ATTR_PRIM_GEOMETRY = 0,
ATTR_PRIM_SUBD,
ATTR_PRIM_TYPES
} AttributePrimitive;
typedef enum AttributeElement {
ATTR_ELEMENT_NONE = 0,
ATTR_ELEMENT_OBJECT = (1 << 0),
ATTR_ELEMENT_MESH = (1 << 1),
ATTR_ELEMENT_FACE = (1 << 2),
ATTR_ELEMENT_VERTEX = (1 << 3),
ATTR_ELEMENT_VERTEX_MOTION = (1 << 4),
ATTR_ELEMENT_CORNER = (1 << 5),
ATTR_ELEMENT_CORNER_BYTE = (1 << 6),
ATTR_ELEMENT_CURVE = (1 << 7),
ATTR_ELEMENT_CURVE_KEY = (1 << 8),
ATTR_ELEMENT_CURVE_KEY_MOTION = (1 << 9),
ATTR_ELEMENT_VOXEL = (1 << 10)
} 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_VERTEX_COLOR,
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_CURVE_LENGTH,
ATTR_STD_CURVE_RANDOM,
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_TEMPERATURE,
ATTR_STD_VOLUME_VELOCITY,
ATTR_STD_POINTINESS,
ATTR_STD_RANDOM_PER_ISLAND,
ATTR_STD_SHADOW_TRANSPARENCY,
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 */
#ifndef __MAX_CLOSURE__
# define MAX_CLOSURE 64
#else
# define MAX_CLOSURE __MAX_CLOSURE__
#endif
#ifndef __MAX_VOLUME_STACK_SIZE__
# define MAX_VOLUME_STACK_SIZE 32
#else
# define MAX_VOLUME_STACK_SIZE __MAX_VOLUME_STACK_SIZE__
#endif
#define MAX_VOLUME_CLOSURE 8
/* This struct is the base class for all closures. The common members are
* duplicated in all derived classes since we don't have C++ in the kernel
* yet, and because it lets us lay out the members to minimize padding. The
* 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 align to 16 bytes. All shader closures are assumed
* to fit in this struct size. CPU sizes are a bit larger because float3 is
* padded to be 16 bytes, while it's only 12 bytes on the GPU. */
#define SHADER_CLOSURE_BASE \
float3 weight; \
ClosureType type; \
float sample_weight; \
float3 N
typedef struct ccl_align(16) ShaderClosure
{
SHADER_CLOSURE_BASE;
#ifdef __KERNEL_CPU__
float pad[2];
#endif
float data[10];
}
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 non-zero emission. */
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 non-zero volume extinction. */
SD_EXTINCTION = (1 << 6),
/* Shader has have volume phase (scatter) closure. */
SD_SCATTER = (1 << 7),
/* 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_EXTINCTION | SD_SCATTER | 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 __shaders) */
SD_HAS_CONSTANT_EMISSION = (1 << 27),
/* Needs to access attributes for volume rendering */
SD_NEED_VOLUME_ATTRIBUTES = (1 << 28),
/* Shader has emission */
SD_HAS_EMISSION = (1 << 29),
/* Shader has raytracing */
SD_HAS_RAYTRACE = (1 << 30),
SD_SHADER_FLAGS = (SD_USE_MIS | SD_HAS_TRANSPARENT_SHADOW | SD_HAS_VOLUME | SD_HAS_ONLY_VOLUME |
SD_HETEROGENEOUS_VOLUME | SD_HAS_BSSRDF_BUMP | SD_VOLUME_EQUIANGULAR |
SD_VOLUME_MIS | SD_VOLUME_CUBIC | SD_HAS_BUMP | SD_HAS_DISPLACEMENT |
SD_HAS_CONSTANT_EMISSION | SD_NEED_VOLUME_ATTRIBUTES | SD_HAS_EMISSION |
SD_HAS_RAYTRACE)
};
/* 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),
/* object has volume attributes */
SD_OBJECT_HAS_VOLUME_ATTRIBUTES = (1 << 8),
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 |
SD_OBJECT_HAS_VOLUME_ATTRIBUTES)
};
typedef struct ccl_align(16) 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;
/* lamp id if there is one, ~0 otherwise */
int lamp;
/* 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 for motion blur, cached to avoid
* re-interpolating them constantly for shading. */
Transform ob_tfm_motion;
Transform ob_itfm_motion;
#endif
/* ray start position, only set for backgrounds */
float3 ray_P;
float ray_dP;
#ifdef __OSL__
const struct KernelGlobalsCPU *osl_globals;
const struct IntegratorStateCPU *osl_path_state;
const struct IntegratorShadowStateCPU *osl_shadow_path_state;
#endif
/* LCG state for closures that require additional random numbers. */
uint lcg_state;
/* Closure data, we store a fixed array of closures */
int num_closure;
int num_closure_left;
float3 svm_closure_weight;
/* Closure weights summed directly, so we can evaluate
* emission and shadow transparency with MAX_CLOSURE 0. */
float3 closure_emission_background;
float3 closure_transparent_extinction;
/* At the end so we can adjust size in ShaderDataTinyStorage. */
struct ShaderClosure closure[MAX_CLOSURE];
}
ShaderData;
/* ShaderDataTinyStorage needs the same alignment as ShaderData, or else
* the pointer cast in AS_SHADER_DATA invokes undefined behavior. */
typedef struct ccl_align(16) ShaderDataTinyStorage
{
char pad[sizeof(ShaderData) - sizeof(ShaderClosure) * MAX_CLOSURE];
}
ShaderDataTinyStorage;
#define AS_SHADER_DATA(shader_data_tiny_storage) \
((ccl_private ShaderData *)shader_data_tiny_storage)
/* Compact volume closures storage.
*
* Used for decoupled direct/indirect light closure storage. */
typedef struct ShaderVolumeClosure {
float3 weight;
float sample_weight;
float g;
} ShaderVolumeClosure;
typedef struct ShaderVolumePhases {
ShaderVolumeClosure closure[MAX_VOLUME_CLOSURE];
int num_closure;
} ShaderVolumePhases;
/* Volume Stack */
#ifdef __VOLUME__
typedef struct VolumeStack {
int object;
int shader;
} VolumeStack;
#endif
/* Struct to gather multiple nearby intersections. */
typedef struct LocalIntersection {
int num_hits;
struct Intersection hits[LOCAL_MAX_HITS];
float3 Ng[LOCAL_MAX_HITS];
} LocalIntersection;
/* 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;
float fisheye_lens_polynomial_bias;
float4 fisheye_lens_polynomial_coefficients;
/* stereo */
float interocular_offset;
float convergence_distance;
float pole_merge_angle_from;
float pole_merge_angle_to;
/* matrices */
Transform cameratoworld;
ProjectionTransform rastertocamera;
/* differentials */
float4 dx;
float4 dy;
/* depth of field */
float aperturesize;
float blades;
float bladesrotation;
float focaldistance;
/* motion blur */
float shuttertime;
int num_motion_steps, have_perspective_motion;
/* clipping */
float nearclip;
float cliplength;
/* sensor size */
float sensorwidth;
float sensorheight;
/* render size */
float width, height;
int pad1;
/* anamorphic lens bokeh */
float inv_aperture_ratio;
int is_inside_volume;
/* more matrices */
ProjectionTransform screentoworld;
ProjectionTransform rastertoworld;
ProjectionTransform ndctoworld;
ProjectionTransform worldtoscreen;
ProjectionTransform worldtoraster;
ProjectionTransform worldtondc;
Transform worldtocamera;
/* Stores changes in the projection matrix. Use for camera zoom motion
* blur and motion pass output for perspective camera. */
ProjectionTransform perspective_pre;
ProjectionTransform perspective_post;
/* Transforms for motion pass. */
Transform motion_pass_pre;
Transform motion_pass_post;
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 light_pass_flag;
int pass_stride;
int pass_combined;
int pass_depth;
int pass_position;
int pass_normal;
int pass_roughness;
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_diffuse_indirect;
int pass_glossy_indirect;
int pass_transmission_indirect;
int pass_volume_indirect;
int pass_diffuse_direct;
int pass_glossy_direct;
int pass_transmission_direct;
int pass_volume_direct;
int pass_emission;
int pass_background;
int pass_ao;
float pass_alpha_threshold;
int pass_shadow;
float pass_shadow_scale;
int pass_shadow_catcher;
int pass_shadow_catcher_sample_count;
int pass_shadow_catcher_matte;
int filter_table_offset;
int cryptomatte_passes;
int cryptomatte_depth;
int pass_cryptomatte;
int pass_adaptive_aux_buffer;
int pass_sample_count;
int pass_mist;
float mist_start;
float mist_inv_depth;
float mist_falloff;
int pass_denoising_normal;
int pass_denoising_albedo;
int pass_denoising_depth;
int pass_aov_color;
int pass_aov_value;
/* XYZ to rendering color space transform. float4 instead of float3 to
* ensure consistent padding/alignment across devices. */
float4 xyz_to_r;
float4 xyz_to_g;
float4 xyz_to_b;
float4 rgb_to_y;
int pass_bake_primitive;
int pass_bake_differential;
int use_approximate_shadow_catcher;
int pad1, pad2;
} KernelFilm;
static_assert_align(KernelFilm, 16);
typedef struct KernelFilmConvert {
int pass_offset;
int pass_stride;
int pass_use_exposure;
int pass_use_filter;
int pass_divide;
int pass_indirect;
int pass_combined;
int pass_sample_count;
int pass_adaptive_aux_buffer;
int pass_motion_weight;
int pass_shadow_catcher;
int pass_shadow_catcher_sample_count;
int pass_shadow_catcher_matte;
int pass_background;
float scale;
float exposure;
float scale_exposure;
int use_approximate_shadow_catcher;
int use_approximate_shadow_catcher_background;
int show_active_pixels;
/* Number of components to write to. */
int num_components;
/* Number of floats per pixel. When zero is the same as `num_components`.
* NOTE: Is ignored for half4 destination. */
int pixel_stride;
int is_denoised;
/* Padding. */
int pad1;
} KernelFilmConvert;
static_assert_align(KernelFilmConvert, 16);
typedef struct KernelBackground {
/* only shader index */
int surface_shader;
int volume_shader;
float volume_step_size;
int transparent;
float transparent_roughness_squared_threshold;
/* portal sampling */
float portal_weight;
int num_portals;
int portal_offset;
/* sun sampling */
float sun_weight;
/* xyz store direction, w the angle. float4 instead of float3 is used
* to ensure consistent padding/alignment across devices. */
float4 sun;
/* map sampling */
float map_weight;
int map_res_x;
int map_res_y;
int use_mis;
/* Padding */
int pad1, pad2, pad3;
} KernelBackground;
static_assert_align(KernelBackground, 16);
typedef struct KernelIntegrator {
/* emission */
int use_direct_light;
int num_distribution;
int num_all_lights;
float pdf_triangles;
float pdf_lights;
float light_inv_rr_threshold;
/* bounces */
int min_bounce;
int max_bounce;
int max_diffuse_bounce;
int max_glossy_bounce;
int max_transmission_bounce;
int max_volume_bounce;
/* AO bounces */
int ao_bounces;
float ao_bounces_distance;
float ao_bounces_factor;
float ao_additive_factor;
/* 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;
/* clamp */
float sample_clamp_direct;
float sample_clamp_indirect;
/* mis */
int use_lamp_mis;
/* sampler */
int sampling_pattern;
/* volume render */
int use_volumes;
int volume_max_steps;
float volume_step_rate;
int has_shadow_catcher;
float scrambling_distance;
/* Closure filter. */
int filter_closures;
/* MIS debugging. */
int direct_light_sampling_type;
/* padding */
int pad1, pad2;
} KernelIntegrator;
static_assert_align(KernelIntegrator, 16);
typedef enum KernelBVHLayout {
BVH_LAYOUT_NONE = 0,
BVH_LAYOUT_BVH2 = (1 << 0),
BVH_LAYOUT_EMBREE = (1 << 1),
BVH_LAYOUT_OPTIX = (1 << 2),
BVH_LAYOUT_MULTI_OPTIX = (1 << 3),
BVH_LAYOUT_MULTI_OPTIX_EMBREE = (1 << 4),
BVH_LAYOUT_METAL = (1 << 5),
BVH_LAYOUT_MULTI_METAL_EMBREE = (1 << 6),
/* Default BVH layout to use for CPU. */
BVH_LAYOUT_AUTO = BVH_LAYOUT_EMBREE,
BVH_LAYOUT_ALL = BVH_LAYOUT_BVH2 | BVH_LAYOUT_EMBREE | BVH_LAYOUT_OPTIX | BVH_LAYOUT_METAL,
} KernelBVHLayout;
typedef struct KernelBVH {
/* Own BVH */
int root;
int have_motion;
int have_curves;
int bvh_layout;
int use_bvh_steps;
int curve_subdivisions;
/* Custom BVH */
#ifdef __KERNEL_OPTIX__
OptixTraversableHandle scene;
#elif defined __METALRT__
metalrt_as_type scene;
#else
# ifdef __EMBREE__
RTCScene scene;
# ifndef __KERNEL_64_BIT__
int pad2;
# endif
# else
int scene, pad2;
# endif
#endif
} KernelBVH;
static_assert_align(KernelBVH, 16);
typedef struct KernelTables {
int beckmann_offset;
int pad1, pad2, pad3;
} KernelTables;
static_assert_align(KernelTables, 16);
typedef struct KernelBake {
int use;
int object_index;
int tri_offset;
int pad1;
} KernelBake;
static_assert_align(KernelBake, 16);
typedef struct KernelData {
uint kernel_features;
uint max_closures;
uint max_shaders;
uint volume_stack_size;
KernelCamera cam;
KernelFilm film;
KernelBackground background;
KernelIntegrator integrator;
KernelBVH bvh;
KernelTables tables;
KernelBake bake;
} KernelData;
static_assert_align(KernelData, 16);
/* Kernel data structures. */
typedef struct KernelObject {
Transform tfm;
Transform itfm;
float volume_density;
float pass_id;
float random_number;
float color[3];
int particle_index;
float dupli_generated[3];
float dupli_uv[2];
int numkeys;
int numsteps;
int numverts;
uint patch_map_offset;
uint attribute_map_offset;
uint motion_offset;
float cryptomatte_object;
float cryptomatte_asset;
float shadow_terminator_shading_offset;
float shadow_terminator_geometry_offset;
float ao_distance;
uint visibility;
int primitive_type;
} KernelObject;
static_assert_align(KernelObject, 16);
typedef struct KernelCurve {
int shader_id;
int first_key;
int num_keys;
int type;
} KernelCurve;
static_assert_align(KernelCurve, 16);
typedef struct KernelCurveSegment {
int prim;
int type;
} KernelCurveSegment;
static_assert_align(KernelCurveSegment, 8);
typedef struct KernelSpotLight {
float radius;
float invarea;
float spot_angle;
float spot_smooth;
float dir[3];
float pad;
} KernelSpotLight;
/* PointLight is SpotLight with only radius and invarea being used. */
typedef struct KernelAreaLight {
float axisu[3];
float invarea;
float axisv[3];
float tan_spread;
float dir[3];
float normalize_spread;
} KernelAreaLight;
typedef struct KernelDistantLight {
float radius;
float cosangle;
float invarea;
float pad;
} KernelDistantLight;
typedef struct KernelLight {
int type;
float co[3];
int shader_id;
float max_bounces;
float random;
float strength[3];
float pad1, pad2;
Transform tfm;
Transform itfm;
union {
KernelSpotLight spot;
KernelAreaLight area;
KernelDistantLight distant;
};
} KernelLight;
static_assert_align(KernelLight, 16);
typedef struct KernelLightDistribution {
float totarea;
int prim;
union {
struct {
int shader_flag;
int object_id;
} mesh_light;
struct {
float pad;
float size;
} lamp;
};
} KernelLightDistribution;
static_assert_align(KernelLightDistribution, 16);
typedef struct KernelParticle {
int index;
float age;
float lifetime;
float size;
float4 rotation;
/* Only xyz are used of the following. float4 instead of float3 are used
* to ensure consistent padding/alignment across devices. */
float4 location;
float4 velocity;
float4 angular_velocity;
} KernelParticle;
static_assert_align(KernelParticle, 16);
typedef struct KernelShader {
float constant_emission[3];
float cryptomatte_id;
int flags;
int pass_id;
int pad2, pad3;
} KernelShader;
static_assert_align(KernelShader, 16);
/* 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))
/* Work Tiles */
typedef struct KernelWorkTile {
uint x, y, w, h;
uint start_sample;
uint num_samples;
uint sample_offset;
int offset;
uint stride;
/* Precalculated parameters used by init_from_camera kernel on GPU. */
int path_index_offset;
int work_size;
} KernelWorkTile;
/* Shader Evaluation.
*
* Position on a primitive on an object at which we want to evaluate the
* shader for e.g. mesh displacement or light importance map. */
typedef struct KernelShaderEvalInput {
int object;
int prim;
float u, v;
} KernelShaderEvalInput;
static_assert_align(KernelShaderEvalInput, 16);
/* Pre-computed sample table sizes for PMJ02 sampler. */
#define NUM_PMJ_DIVISIONS 32
#define NUM_PMJ_SAMPLES ((NUM_PMJ_DIVISIONS) * (NUM_PMJ_DIVISIONS))
#define NUM_PMJ_PATTERNS 1
/* Device kernels.
*
* Identifier for kernels that can be executed in device queues.
*
* Some implementation details.
*
* If the kernel uses shared CUDA memory, `CUDADeviceQueue::enqueue` is to be modified.
* The path iteration kernels are handled in `PathTraceWorkGPU::enqueue_path_iteration`. */
typedef enum DeviceKernel {
DEVICE_KERNEL_INTEGRATOR_INIT_FROM_CAMERA = 0,
DEVICE_KERNEL_INTEGRATOR_INIT_FROM_BAKE,
DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST,
DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW,
DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK,
DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND,
DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT,
DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE,
DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE,
DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME,
DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW,
DEVICE_KERNEL_INTEGRATOR_MEGAKERNEL,
DEVICE_KERNEL_INTEGRATOR_QUEUED_PATHS_ARRAY,
DEVICE_KERNEL_INTEGRATOR_QUEUED_SHADOW_PATHS_ARRAY,
DEVICE_KERNEL_INTEGRATOR_ACTIVE_PATHS_ARRAY,
DEVICE_KERNEL_INTEGRATOR_TERMINATED_PATHS_ARRAY,
DEVICE_KERNEL_INTEGRATOR_SORTED_PATHS_ARRAY,
DEVICE_KERNEL_INTEGRATOR_COMPACT_PATHS_ARRAY,
DEVICE_KERNEL_INTEGRATOR_COMPACT_STATES,
DEVICE_KERNEL_INTEGRATOR_TERMINATED_SHADOW_PATHS_ARRAY,
DEVICE_KERNEL_INTEGRATOR_COMPACT_SHADOW_PATHS_ARRAY,
DEVICE_KERNEL_INTEGRATOR_COMPACT_SHADOW_STATES,
DEVICE_KERNEL_INTEGRATOR_RESET,
DEVICE_KERNEL_INTEGRATOR_SHADOW_CATCHER_COUNT_POSSIBLE_SPLITS,
DEVICE_KERNEL_SHADER_EVAL_DISPLACE,
DEVICE_KERNEL_SHADER_EVAL_BACKGROUND,
DEVICE_KERNEL_SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY,
#define DECLARE_FILM_CONVERT_KERNEL(variant) \
DEVICE_KERNEL_FILM_CONVERT_##variant, DEVICE_KERNEL_FILM_CONVERT_##variant##_HALF_RGBA
DECLARE_FILM_CONVERT_KERNEL(DEPTH),
DECLARE_FILM_CONVERT_KERNEL(MIST),
DECLARE_FILM_CONVERT_KERNEL(SAMPLE_COUNT),
DECLARE_FILM_CONVERT_KERNEL(FLOAT),
DECLARE_FILM_CONVERT_KERNEL(LIGHT_PATH),
DECLARE_FILM_CONVERT_KERNEL(FLOAT3),
DECLARE_FILM_CONVERT_KERNEL(MOTION),
DECLARE_FILM_CONVERT_KERNEL(CRYPTOMATTE),
DECLARE_FILM_CONVERT_KERNEL(SHADOW_CATCHER),
DECLARE_FILM_CONVERT_KERNEL(SHADOW_CATCHER_MATTE_WITH_SHADOW),
DECLARE_FILM_CONVERT_KERNEL(COMBINED),
DECLARE_FILM_CONVERT_KERNEL(FLOAT4),
#undef DECLARE_FILM_CONVERT_KERNEL
DEVICE_KERNEL_ADAPTIVE_SAMPLING_CONVERGENCE_CHECK,
DEVICE_KERNEL_ADAPTIVE_SAMPLING_CONVERGENCE_FILTER_X,
DEVICE_KERNEL_ADAPTIVE_SAMPLING_CONVERGENCE_FILTER_Y,
DEVICE_KERNEL_FILTER_GUIDING_PREPROCESS,
DEVICE_KERNEL_FILTER_GUIDING_SET_FAKE_ALBEDO,
DEVICE_KERNEL_FILTER_COLOR_PREPROCESS,
DEVICE_KERNEL_FILTER_COLOR_POSTPROCESS,
DEVICE_KERNEL_CRYPTOMATTE_POSTPROCESS,
DEVICE_KERNEL_PREFIX_SUM,
DEVICE_KERNEL_NUM,
} DeviceKernel;
enum {
DEVICE_KERNEL_INTEGRATOR_NUM = DEVICE_KERNEL_INTEGRATOR_MEGAKERNEL + 1,
};
/* Kernel Features */
enum KernelFeatureFlag : unsigned int {
/* Shader nodes. */
KERNEL_FEATURE_NODE_BSDF = (1U << 0U),
KERNEL_FEATURE_NODE_EMISSION = (1U << 1U),
KERNEL_FEATURE_NODE_VOLUME = (1U << 2U),
KERNEL_FEATURE_NODE_HAIR = (1U << 3U),
KERNEL_FEATURE_NODE_BUMP = (1U << 4U),
KERNEL_FEATURE_NODE_BUMP_STATE = (1U << 5U),
KERNEL_FEATURE_NODE_VORONOI_EXTRA = (1U << 6U),
KERNEL_FEATURE_NODE_RAYTRACE = (1U << 7U),
KERNEL_FEATURE_NODE_AOV = (1U << 8U),
KERNEL_FEATURE_NODE_LIGHT_PATH = (1U << 9U),
/* Use denoising kernels and output denoising passes. */
KERNEL_FEATURE_DENOISING = (1U << 10U),
/* Use path tracing kernels. */
KERNEL_FEATURE_PATH_TRACING = (1U << 11U),
/* BVH/sampling kernel features. */
KERNEL_FEATURE_HAIR = (1U << 12U),
KERNEL_FEATURE_HAIR_THICK = (1U << 13U),
KERNEL_FEATURE_OBJECT_MOTION = (1U << 14U),
KERNEL_FEATURE_CAMERA_MOTION = (1U << 15U),
/* Denotes whether baking functionality is needed. */
KERNEL_FEATURE_BAKING = (1U << 16U),
/* Use subsurface scattering materials. */
KERNEL_FEATURE_SUBSURFACE = (1U << 17U),
/* Use volume materials. */
KERNEL_FEATURE_VOLUME = (1U << 18U),
/* Use OpenSubdiv patch evaluation */
KERNEL_FEATURE_PATCH_EVALUATION = (1U << 19U),
/* Use Transparent shadows */
KERNEL_FEATURE_TRANSPARENT = (1U << 20U),
/* Use shadow catcher. */
KERNEL_FEATURE_SHADOW_CATCHER = (1U << 21U),
/* Per-uber shader usage flags. */
KERNEL_FEATURE_PRINCIPLED = (1U << 22U),
/* Light render passes. */
KERNEL_FEATURE_LIGHT_PASSES = (1U << 23U),
/* Shadow render pass. */
KERNEL_FEATURE_SHADOW_PASS = (1U << 24U),
/* AO. */
KERNEL_FEATURE_AO_PASS = (1U << 25U),
KERNEL_FEATURE_AO_ADDITIVE = (1U << 26U),
KERNEL_FEATURE_AO = (KERNEL_FEATURE_AO_PASS | KERNEL_FEATURE_AO_ADDITIVE),
};
/* Shader node feature mask, to specialize shader evaluation for kernels. */
#define KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT \
(KERNEL_FEATURE_NODE_EMISSION | KERNEL_FEATURE_NODE_VORONOI_EXTRA | \
KERNEL_FEATURE_NODE_LIGHT_PATH)
#define KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW \
(KERNEL_FEATURE_NODE_BSDF | KERNEL_FEATURE_NODE_EMISSION | KERNEL_FEATURE_NODE_VOLUME | \
KERNEL_FEATURE_NODE_HAIR | KERNEL_FEATURE_NODE_BUMP | KERNEL_FEATURE_NODE_BUMP_STATE | \
KERNEL_FEATURE_NODE_VORONOI_EXTRA | KERNEL_FEATURE_NODE_LIGHT_PATH)
#define KERNEL_FEATURE_NODE_MASK_SURFACE \
(KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW | KERNEL_FEATURE_NODE_RAYTRACE | \
KERNEL_FEATURE_NODE_AOV | KERNEL_FEATURE_NODE_LIGHT_PATH)
#define KERNEL_FEATURE_NODE_MASK_VOLUME \
(KERNEL_FEATURE_NODE_EMISSION | KERNEL_FEATURE_NODE_VOLUME | \
KERNEL_FEATURE_NODE_VORONOI_EXTRA | KERNEL_FEATURE_NODE_LIGHT_PATH)
#define KERNEL_FEATURE_NODE_MASK_DISPLACEMENT \
(KERNEL_FEATURE_NODE_VORONOI_EXTRA | KERNEL_FEATURE_NODE_BUMP | KERNEL_FEATURE_NODE_BUMP_STATE)
#define KERNEL_FEATURE_NODE_MASK_BUMP KERNEL_FEATURE_NODE_MASK_DISPLACEMENT
/* Must be constexpr on the CPU to avoid compile errors because the state types
* are different depending on the main, shadow or null path. For GPU we don't have
* C++17 everywhere so can't use it. */
#ifdef __KERNEL_CPU__
# define IF_KERNEL_NODES_FEATURE(feature) \
if constexpr ((node_feature_mask & (KERNEL_FEATURE_NODE_##feature)) != 0U)
#else
# define IF_KERNEL_NODES_FEATURE(feature) \
if ((node_feature_mask & (KERNEL_FEATURE_NODE_##feature)) != 0U)
#endif
CCL_NAMESPACE_END
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