Cycles: Fix wrong termination criteria in intersect_all functions

It was possible to miss bounces termination criteria in this functions,
mainly when max_hits was set to 0.

Made the check more robust in traversal functions (which should not
affect performance, it's an operation of same complexity AFAIK).

Also avoid doing ray-scene intersection from shadow_blocked when
limit of transparent bounces was already reached.
This commit is contained in:
Sergey Sharybin 2016-07-14 11:08:24 +02:00
parent 103a515043
commit 3637cbbcf8
5 changed files with 12 additions and 7 deletions

View File

@ -283,7 +283,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
return true;
}
/* if maximum number of hits reached, block all light */
else if(*num_hits == max_hits) {
else if(*num_hits >= max_hits) {
return true;
}

View File

@ -206,7 +206,7 @@ ccl_device uint BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
#if BVH_FEATURE(BVH_INSTANCING)
num_hits_in_instance++;
#endif
if(num_hits == max_hits) {
if(num_hits >= max_hits) {
#if BVH_FEATURE(BVH_INSTANCING)
# if BVH_FEATURE(BVH_MOTION)
float t_fac = 1.0f / len(transform_direction(&ob_itfm, dir));
@ -252,7 +252,7 @@ ccl_device uint BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
# if BVH_FEATURE(BVH_INSTANCING)
num_hits_in_instance++;
# endif
if(num_hits == max_hits) {
if(num_hits >= max_hits) {
# if BVH_FEATURE(BVH_INSTANCING)
# if BVH_FEATURE(BVH_MOTION)
float t_fac = 1.0f / len(transform_direction(&ob_itfm, dir));

View File

@ -366,7 +366,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
return true;
}
/* if maximum number of hits reached, block all light */
else if(*num_hits == max_hits) {
else if(*num_hits >= max_hits) {
return true;
}

View File

@ -273,7 +273,7 @@ ccl_device uint BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
#if BVH_FEATURE(BVH_INSTANCING)
num_hits_in_instance++;
#endif
if(num_hits == max_hits) {
if(num_hits >= max_hits) {
#if BVH_FEATURE(BVH_INSTANCING)
# if BVH_FEATURE(BVH_MOTION)
float t_fac = 1.0f / len(transform_direction(&ob_itfm, dir));
@ -312,7 +312,7 @@ ccl_device uint BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
# if BVH_FEATURE(BVH_INSTANCING)
num_hits_in_instance++;
# endif
if(num_hits == max_hits) {
if(num_hits >= max_hits) {
# if BVH_FEATURE(BVH_INSTANCING)
# if BVH_FEATURE(BVH_MOTION)
float t_fac = 1.0f / len(transform_direction(&ob_itfm, dir));

View File

@ -75,7 +75,12 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ShaderData *shadow_sd,
}
uint num_hits;
blocked = scene_intersect_shadow_all(kg, ray, hits, max_hits, &num_hits);
if(max_hits == 0) {
blocked = true;
num_hits = 0;
} else {
blocked = scene_intersect_shadow_all(kg, ray, hits, max_hits, &num_hits);
}
/* if no opaque surface found but we did find transparent hits, shade them */
if(!blocked && num_hits > 0) {