Fix T91893, T92455: wrong transmission pass with hair and multiscatter glass

We need to increase GPU memory usage a bit. Unfortunately we can't get away
with writing either reflection or transmission passes because these BSDFs may
scatter in either direction but still must be in a fixed reflection or
transmission category to match up with the color passes.
This commit is contained in:
Brecht Van Lommel 2021-11-12 16:43:43 +01:00
parent ef0b8d6306
commit b4d9b8b7f8
Notes: blender-bot 2023-06-12 00:52:52 +02:00
Referenced by issue #92455, Regression: Blender 3.0.0: Cycles: Hair transmission: GlossInd, TransInd passes
Referenced by issue #91893, Cycles Regression: Not all information from "Multiscatter GGX" in the "Glass BSDF" is saved to render passes
11 changed files with 174 additions and 130 deletions

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@ -33,62 +33,72 @@ CCL_NAMESPACE_BEGIN
* them separately. */
ccl_device_inline void bsdf_eval_init(ccl_private BsdfEval *eval,
const bool is_diffuse,
const ClosureType closure_type,
float3 value)
{
eval->diffuse = zero_float3();
eval->glossy = zero_float3();
if (is_diffuse) {
if (CLOSURE_IS_BSDF_DIFFUSE(closure_type)) {
eval->diffuse = value;
}
else {
else if (CLOSURE_IS_BSDF_GLOSSY(closure_type)) {
eval->glossy = value;
}
eval->sum = value;
}
ccl_device_inline void bsdf_eval_accum(ccl_private BsdfEval *eval,
const bool is_diffuse,
float3 value,
float mis_weight)
const ClosureType closure_type,
float3 value)
{
value *= mis_weight;
if (is_diffuse) {
if (CLOSURE_IS_BSDF_DIFFUSE(closure_type)) {
eval->diffuse += value;
}
else {
else if (CLOSURE_IS_BSDF_GLOSSY(closure_type)) {
eval->glossy += value;
}
eval->sum += value;
}
ccl_device_inline bool bsdf_eval_is_zero(ccl_private BsdfEval *eval)
{
return is_zero(eval->diffuse) && is_zero(eval->glossy);
return is_zero(eval->sum);
}
ccl_device_inline void bsdf_eval_mul(ccl_private BsdfEval *eval, float value)
{
eval->diffuse *= value;
eval->glossy *= value;
eval->sum *= value;
}
ccl_device_inline void bsdf_eval_mul3(ccl_private BsdfEval *eval, float3 value)
{
eval->diffuse *= value;
eval->glossy *= value;
eval->sum *= value;
}
ccl_device_inline float3 bsdf_eval_sum(ccl_private const BsdfEval *eval)
{
return eval->diffuse + eval->glossy;
return eval->sum;
}
ccl_device_inline float3 bsdf_eval_diffuse_glossy_ratio(ccl_private const BsdfEval *eval)
ccl_device_inline float3 bsdf_eval_pass_diffuse_weight(ccl_private const BsdfEval *eval)
{
/* Ratio of diffuse and glossy to recover proportions for writing to render pass.
/* Ratio of diffuse weight to recover proportions for writing to render pass.
* We assume reflection, transmission and volume scatter to be exclusive. */
return safe_divide_float3_float3(eval->diffuse, eval->diffuse + eval->glossy);
return safe_divide_float3_float3(eval->diffuse, eval->sum);
}
ccl_device_inline float3 bsdf_eval_pass_glossy_weight(ccl_private const BsdfEval *eval)
{
/* Ratio of glossy weight to recover proportions for writing to render pass.
* We assume reflection, transmission and volume scatter to be exclusive. */
return safe_divide_float3_float3(eval->glossy, eval->sum);
}
/* --------------------------------------------------------------------
@ -351,37 +361,47 @@ ccl_device_inline void kernel_accum_emission_or_background_pass(KernelGlobals kg
/* Directly visible, write to emission or background pass. */
pass_offset = pass;
}
else if (path_flag & (PATH_RAY_REFLECT_PASS | PATH_RAY_TRANSMISSION_PASS)) {
/* Indirectly visible through reflection. */
const int glossy_pass_offset = (path_flag & PATH_RAY_REFLECT_PASS) ?
((INTEGRATOR_STATE(state, path, bounce) == 1) ?
kernel_data.film.pass_glossy_direct :
kernel_data.film.pass_glossy_indirect) :
((INTEGRATOR_STATE(state, path, bounce) == 1) ?
kernel_data.film.pass_transmission_direct :
kernel_data.film.pass_transmission_indirect);
else if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
if (path_flag & PATH_RAY_SURFACE_PASS) {
/* Indirectly visible through reflection. */
const float3 diffuse_weight = INTEGRATOR_STATE(state, path, pass_diffuse_weight);
const float3 glossy_weight = INTEGRATOR_STATE(state, path, pass_glossy_weight);
if (glossy_pass_offset != PASS_UNUSED) {
/* Glossy is a subset of the throughput, reconstruct it here using the
* diffuse-glossy ratio. */
const float3 ratio = INTEGRATOR_STATE(state, path, diffuse_glossy_ratio);
const float3 glossy_contribution = (one_float3() - ratio) * contribution;
kernel_write_pass_float3(buffer + glossy_pass_offset, glossy_contribution);
}
/* Glossy */
const int glossy_pass_offset = ((INTEGRATOR_STATE(state, path, bounce) == 1) ?
kernel_data.film.pass_glossy_direct :
kernel_data.film.pass_glossy_indirect);
if (glossy_pass_offset != PASS_UNUSED) {
kernel_write_pass_float3(buffer + glossy_pass_offset, glossy_weight * contribution);
}
/* Reconstruct diffuse subset of throughput. */
pass_offset = (INTEGRATOR_STATE(state, path, bounce) == 1) ?
kernel_data.film.pass_diffuse_direct :
kernel_data.film.pass_diffuse_indirect;
if (pass_offset != PASS_UNUSED) {
contribution *= INTEGRATOR_STATE(state, path, diffuse_glossy_ratio);
/* Transmission */
const int transmission_pass_offset = ((INTEGRATOR_STATE(state, path, bounce) == 1) ?
kernel_data.film.pass_transmission_direct :
kernel_data.film.pass_transmission_indirect);
if (transmission_pass_offset != PASS_UNUSED) {
/* Transmission is what remains if not diffuse and glossy, not stored explicitly to save
* GPU memory. */
const float3 transmission_weight = one_float3() - diffuse_weight - glossy_weight;
kernel_write_pass_float3(buffer + transmission_pass_offset,
transmission_weight * contribution);
}
/* Reconstruct diffuse subset of throughput. */
pass_offset = (INTEGRATOR_STATE(state, path, bounce) == 1) ?
kernel_data.film.pass_diffuse_direct :
kernel_data.film.pass_diffuse_indirect;
if (pass_offset != PASS_UNUSED) {
contribution *= diffuse_weight;
}
}
else if (path_flag & PATH_RAY_VOLUME_PASS) {
/* Indirectly visible through volume. */
pass_offset = (INTEGRATOR_STATE(state, path, bounce) == 1) ?
kernel_data.film.pass_volume_direct :
kernel_data.film.pass_volume_indirect;
}
}
else if (path_flag & PATH_RAY_VOLUME_PASS) {
/* Indirectly visible through volume. */
pass_offset = (INTEGRATOR_STATE(state, path, bounce) == 1) ?
kernel_data.film.pass_volume_direct :
kernel_data.film.pass_volume_indirect;
}
/* Single write call for GPU coherence. */
@ -426,45 +446,56 @@ ccl_device_inline void kernel_accum_light(KernelGlobals kg,
#ifdef __PASSES__
if (kernel_data.film.light_pass_flag & PASS_ANY) {
const uint32_t path_flag = INTEGRATOR_STATE(state, shadow_path, flag);
int pass_offset = PASS_UNUSED;
if (path_flag & (PATH_RAY_REFLECT_PASS | PATH_RAY_TRANSMISSION_PASS)) {
/* Indirectly visible through reflection. */
const int glossy_pass_offset = (path_flag & PATH_RAY_REFLECT_PASS) ?
((INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ?
kernel_data.film.pass_glossy_direct :
kernel_data.film.pass_glossy_indirect) :
((INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ?
kernel_data.film.pass_transmission_direct :
kernel_data.film.pass_transmission_indirect);
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
int pass_offset = PASS_UNUSED;
if (glossy_pass_offset != PASS_UNUSED) {
/* Glossy is a subset of the throughput, reconstruct it here using the
* diffuse-glossy ratio. */
const float3 ratio = INTEGRATOR_STATE(state, shadow_path, diffuse_glossy_ratio);
const float3 glossy_contribution = (one_float3() - ratio) * contribution;
kernel_write_pass_float3(buffer + glossy_pass_offset, glossy_contribution);
if (path_flag & PATH_RAY_SURFACE_PASS) {
/* Indirectly visible through reflection. */
const float3 diffuse_weight = INTEGRATOR_STATE(state, shadow_path, pass_diffuse_weight);
const float3 glossy_weight = INTEGRATOR_STATE(state, shadow_path, pass_glossy_weight);
/* Glossy */
const int glossy_pass_offset = ((INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ?
kernel_data.film.pass_glossy_direct :
kernel_data.film.pass_glossy_indirect);
if (glossy_pass_offset != PASS_UNUSED) {
kernel_write_pass_float3(buffer + glossy_pass_offset, glossy_weight * contribution);
}
/* Transmission */
const int transmission_pass_offset = ((INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ?
kernel_data.film.pass_transmission_direct :
kernel_data.film.pass_transmission_indirect);
if (transmission_pass_offset != PASS_UNUSED) {
/* Transmission is what remains if not diffuse and glossy, not stored explicitly to save
* GPU memory. */
const float3 transmission_weight = one_float3() - diffuse_weight - glossy_weight;
kernel_write_pass_float3(buffer + transmission_pass_offset,
transmission_weight * contribution);
}
/* Reconstruct diffuse subset of throughput. */
pass_offset = (INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ?
kernel_data.film.pass_diffuse_direct :
kernel_data.film.pass_diffuse_indirect;
if (pass_offset != PASS_UNUSED) {
contribution *= diffuse_weight;
}
}
else if (path_flag & PATH_RAY_VOLUME_PASS) {
/* Indirectly visible through volume. */
pass_offset = (INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ?
kernel_data.film.pass_volume_direct :
kernel_data.film.pass_volume_indirect;
}
/* Reconstruct diffuse subset of throughput. */
pass_offset = (INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ?
kernel_data.film.pass_diffuse_direct :
kernel_data.film.pass_diffuse_indirect;
/* Single write call for GPU coherence. */
if (pass_offset != PASS_UNUSED) {
contribution *= INTEGRATOR_STATE(state, shadow_path, diffuse_glossy_ratio);
kernel_write_pass_float3(buffer + pass_offset, contribution);
}
}
else if (path_flag & PATH_RAY_VOLUME_PASS) {
/* Indirectly visible through volume. */
pass_offset = (INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ?
kernel_data.film.pass_volume_direct :
kernel_data.film.pass_volume_indirect;
}
/* Single write call for GPU coherence. */
if (pass_offset != PASS_UNUSED) {
kernel_write_pass_float3(buffer + pass_offset, contribution);
}
/* Write shadow pass. */
if (kernel_data.film.pass_shadow != PASS_UNUSED && (path_flag & PATH_RAY_SHADOW_FOR_LIGHT) &&

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@ -185,7 +185,7 @@ ccl_device_inline void path_state_next(KernelGlobals kg, IntegratorState state,
/* Render pass categories. */
if (bounce == 1) {
flag |= (label & LABEL_TRANSMIT) ? PATH_RAY_TRANSMISSION_PASS : PATH_RAY_REFLECT_PASS;
flag |= PATH_RAY_SURFACE_PASS;
}
}

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@ -191,14 +191,18 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
const uint16_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag);
shadow_flag |= (is_light) ? PATH_RAY_SHADOW_FOR_LIGHT : 0;
shadow_flag |= (is_transmission) ? PATH_RAY_TRANSMISSION_PASS : PATH_RAY_REFLECT_PASS;
shadow_flag |= PATH_RAY_SURFACE_PASS;
const float3 throughput = INTEGRATOR_STATE(state, path, throughput) * bsdf_eval_sum(&bsdf_eval);
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
const float3 diffuse_glossy_ratio = (bounce == 0) ?
bsdf_eval_diffuse_glossy_ratio(&bsdf_eval) :
INTEGRATOR_STATE(state, path, diffuse_glossy_ratio);
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, diffuse_glossy_ratio) = diffuse_glossy_ratio;
const float3 pass_diffuse_weight = (bounce == 0) ?
bsdf_eval_pass_diffuse_weight(&bsdf_eval) :
INTEGRATOR_STATE(state, path, pass_diffuse_weight);
const float3 pass_glossy_weight = (bounce == 0) ?
bsdf_eval_pass_glossy_weight(&bsdf_eval) :
INTEGRATOR_STATE(state, path, pass_glossy_weight);
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_diffuse_weight) = pass_diffuse_weight;
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_glossy_weight) = pass_glossy_weight;
}
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, render_pixel_index) = INTEGRATOR_STATE(
@ -283,7 +287,9 @@ ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce(
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
if (INTEGRATOR_STATE(state, path, bounce) == 0) {
INTEGRATOR_STATE_WRITE(state, path, diffuse_glossy_ratio) = bsdf_eval_diffuse_glossy_ratio(
INTEGRATOR_STATE_WRITE(state, path, pass_diffuse_weight) = bsdf_eval_pass_diffuse_weight(
&bsdf_eval);
INTEGRATOR_STATE_WRITE(state, path, pass_glossy_weight) = bsdf_eval_pass_glossy_weight(
&bsdf_eval);
}
}

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@ -794,10 +794,11 @@ ccl_device_forceinline void integrate_volume_direct_light(
const float3 throughput_phase = throughput * bsdf_eval_sum(&phase_eval);
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
const float3 diffuse_glossy_ratio = (bounce == 0) ?
one_float3() :
INTEGRATOR_STATE(state, path, diffuse_glossy_ratio);
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, diffuse_glossy_ratio) = diffuse_glossy_ratio;
const float3 pass_diffuse_weight = (bounce == 0) ?
one_float3() :
INTEGRATOR_STATE(state, path, pass_diffuse_weight);
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_diffuse_weight) = pass_diffuse_weight;
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_glossy_weight) = zero_float3();
}
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, render_pixel_index) = INTEGRATOR_STATE(
@ -876,7 +877,8 @@ ccl_device_forceinline bool integrate_volume_phase_scatter(
INTEGRATOR_STATE_WRITE(state, path, throughput) = throughput_phase;
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
INTEGRATOR_STATE_WRITE(state, path, diffuse_glossy_ratio) = one_float3();
INTEGRATOR_STATE_WRITE(state, path, pass_diffuse_weight) = one_float3();
INTEGRATOR_STATE_WRITE(state, path, pass_glossy_weight) = zero_float3();
}
/* Update path state */

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@ -246,8 +246,7 @@ ccl_device_inline float _shader_bsdf_multi_eval(KernelGlobals kg,
float3 eval = bsdf_eval(kg, sd, sc, omega_in, is_transmission, &bsdf_pdf);
if (bsdf_pdf != 0.0f) {
const bool is_diffuse = CLOSURE_IS_BSDF_DIFFUSE(sc->type);
bsdf_eval_accum(result_eval, is_diffuse, eval * sc->weight, 1.0f);
bsdf_eval_accum(result_eval, sc->type, eval * sc->weight);
sum_pdf += bsdf_pdf * sc->sample_weight;
}
}
@ -272,7 +271,7 @@ ccl_device_inline
ccl_private BsdfEval *bsdf_eval,
const uint light_shader_flags)
{
bsdf_eval_init(bsdf_eval, false, zero_float3());
bsdf_eval_init(bsdf_eval, CLOSURE_NONE_ID, zero_float3());
return _shader_bsdf_multi_eval(
kg, sd, omega_in, is_transmission, NULL, bsdf_eval, 0.0f, 0.0f, light_shader_flags);
@ -365,8 +364,7 @@ ccl_device int shader_bsdf_sample_closure(KernelGlobals kg,
label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
if (*pdf != 0.0f) {
const bool is_diffuse = CLOSURE_IS_BSDF_DIFFUSE(sc->type);
bsdf_eval_init(bsdf_eval, is_diffuse, eval * sc->weight);
bsdf_eval_init(bsdf_eval, sc->type, eval * sc->weight);
if (sd->num_closure > 1) {
const bool is_transmission = shader_bsdf_is_transmission(sd, *omega_in);
@ -692,7 +690,7 @@ ccl_device_inline float _shader_volume_phase_multi_eval(
float3 eval = volume_phase_eval(sd, svc, omega_in, &phase_pdf);
if (phase_pdf != 0.0f) {
bsdf_eval_accum(result_eval, false, eval, 1.0f);
bsdf_eval_accum(result_eval, CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID, eval);
sum_pdf += phase_pdf * svc->sample_weight;
}
@ -708,7 +706,7 @@ ccl_device float shader_volume_phase_eval(KernelGlobals kg,
const float3 omega_in,
ccl_private BsdfEval *phase_eval)
{
bsdf_eval_init(phase_eval, false, zero_float3());
bsdf_eval_init(phase_eval, CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID, zero_float3());
return _shader_volume_phase_multi_eval(sd, phases, omega_in, -1, phase_eval, 0.0f, 0.0f);
}
@ -766,7 +764,7 @@ ccl_device int shader_volume_phase_sample(KernelGlobals kg,
label = volume_phase_sample(sd, svc, randu, randv, &eval, omega_in, domega_in, pdf);
if (*pdf != 0.0f) {
bsdf_eval_init(phase_eval, false, eval);
bsdf_eval_init(phase_eval, CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID, eval);
}
return label;
@ -789,7 +787,7 @@ ccl_device int shader_phase_sample_closure(KernelGlobals kg,
label = volume_phase_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
if (*pdf != 0.0f)
bsdf_eval_init(phase_eval, false, eval);
bsdf_eval_init(phase_eval, CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID, eval);
return label;
}

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@ -46,8 +46,9 @@ KERNEL_STRUCT_MEMBER(shadow_path,
float3,
unshadowed_throughput,
KERNEL_FEATURE_SHADOW_PASS | KERNEL_FEATURE_AO_ADDITIVE)
/* Ratio of throughput to distinguish diffuse and glossy render passes. */
KERNEL_STRUCT_MEMBER(shadow_path, float3, diffuse_glossy_ratio, KERNEL_FEATURE_LIGHT_PASSES)
/* Ratio of throughput to distinguish diffuse / glossy / transmission render passes. */
KERNEL_STRUCT_MEMBER(shadow_path, float3, pass_diffuse_weight, KERNEL_FEATURE_LIGHT_PASSES)
KERNEL_STRUCT_MEMBER(shadow_path, float3, pass_glossy_weight, KERNEL_FEATURE_LIGHT_PASSES)
/* Number of intersections found by ray-tracing. */
KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, num_hits, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_END(shadow_path)

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@ -60,8 +60,9 @@ KERNEL_STRUCT_MEMBER(path, float, min_ray_pdf, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(path, float, continuation_probability, KERNEL_FEATURE_PATH_TRACING)
/* Throughput. */
KERNEL_STRUCT_MEMBER(path, float3, throughput, KERNEL_FEATURE_PATH_TRACING)
/* Ratio of throughput to distinguish diffuse and glossy render passes. */
KERNEL_STRUCT_MEMBER(path, float3, diffuse_glossy_ratio, KERNEL_FEATURE_LIGHT_PASSES)
/* Ratio of throughput to distinguish diffuse / glossy / transmission render passes. */
KERNEL_STRUCT_MEMBER(path, float3, pass_diffuse_weight, KERNEL_FEATURE_LIGHT_PASSES)
KERNEL_STRUCT_MEMBER(path, float3, pass_glossy_weight, KERNEL_FEATURE_LIGHT_PASSES)
/* Denoising. */
KERNEL_STRUCT_MEMBER(path, float3, denoising_feature_throughput, KERNEL_FEATURE_DENOISING)
/* Shader sorting. */

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@ -79,7 +79,8 @@ ccl_device int subsurface_bounce(KernelGlobals kg,
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
if (INTEGRATOR_STATE(state, path, bounce) == 0) {
INTEGRATOR_STATE_WRITE(state, path, diffuse_glossy_ratio) = one_float3();
INTEGRATOR_STATE_WRITE(state, path, pass_diffuse_weight) = one_float3();
INTEGRATOR_STATE_WRITE(state, path, pass_glossy_weight) = zero_float3();
}
}

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@ -286,27 +286,26 @@ enum PathRayFlag {
PATH_RAY_DENOISING_FEATURES = (1U << 23U),
/* Render pass categories. */
PATH_RAY_REFLECT_PASS = (1U << 24U),
PATH_RAY_TRANSMISSION_PASS = (1U << 25U),
PATH_RAY_VOLUME_PASS = (1U << 26U),
PATH_RAY_ANY_PASS = (PATH_RAY_REFLECT_PASS | PATH_RAY_TRANSMISSION_PASS | PATH_RAY_VOLUME_PASS),
PATH_RAY_SURFACE_PASS = (1U << 24U),
PATH_RAY_VOLUME_PASS = (1U << 25U),
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),
PATH_RAY_SHADOW_FOR_LIGHT = (1U << 26U),
PATH_RAY_SHADOW_FOR_AO = (1U << 27U),
/* A shadow catcher object was hit and the path was split into two. */
PATH_RAY_SHADOW_CATCHER_HIT = (1U << 29U),
PATH_RAY_SHADOW_CATCHER_HIT = (1U << 28U),
/* 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_RAY_SHADOW_CATCHER_PASS = (1U << 29U),
/* Path is evaluating background for an approximate shadow catcher with non-transparent film. */
PATH_RAY_SHADOW_CATCHER_BACKGROUND = (1U << 31U),
PATH_RAY_SHADOW_CATCHER_BACKGROUND = (1U << 30U),
};
/* Configure ray visibility bits for rays and objects respectively,
@ -428,6 +427,7 @@ typedef enum CryptomatteType {
typedef struct BsdfEval {
float3 diffuse;
float3 glossy;
float3 sum;
} BsdfEval;
/* Closure Filter */

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@ -187,8 +187,6 @@ void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
kfilm->pass_transmission_indirect = PASS_UNUSED;
kfilm->pass_volume_direct = PASS_UNUSED;
kfilm->pass_volume_indirect = PASS_UNUSED;
kfilm->pass_volume_direct = PASS_UNUSED;
kfilm->pass_volume_indirect = PASS_UNUSED;
kfilm->pass_shadow = PASS_UNUSED;
/* Mark passes as unused so that the kernel knows the pass is inaccessible. */
@ -673,13 +671,12 @@ uint Film::get_kernel_features(const Scene *scene) const
kernel_features |= KERNEL_FEATURE_DENOISING;
}
if (pass_type != PASS_NONE && pass_type != PASS_COMBINED &&
pass_type <= PASS_CATEGORY_LIGHT_END) {
if (pass_type >= PASS_DIFFUSE && pass_type <= PASS_VOLUME_INDIRECT) {
kernel_features |= KERNEL_FEATURE_LIGHT_PASSES;
}
if (pass_type == PASS_SHADOW) {
kernel_features |= KERNEL_FEATURE_SHADOW_PASS;
}
if (pass_type == PASS_SHADOW) {
kernel_features |= KERNEL_FEATURE_SHADOW_PASS;
}
if (pass_type == PASS_AO) {

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@ -274,19 +274,26 @@ void OSLShaderManager::shading_system_init()
"diffuse_ancestor", /* PATH_RAY_DIFFUSE_ANCESTOR */
"__unused__", /* PATH_RAY_SINGLE_PASS_DONE */
"__unused__", /* PATH_RAY_TRANSPARENT_BACKGROUND */
"__unused__", /* PATH_RAY_TERMINATE_IMMEDIATE */
"__unused__", /* PATH_RAY_TERMINATE_AFTER_TRANSPARENT */
"__unused__", /* PATH_RAY_EMISSION */
"__unused__", /* PATH_RAY_SUBSURFACE */
"__unused__", /* PATH_RAY_DENOISING_FEATURES */
"__unused__", /* PATH_RAY_REFLECT_PASS */
"__unused__", /* PATH_RAY_TRANSMISSION_PASS */
"__unused__", /* PATH_RAY_VOLUME_PASS */
"__unused__", /* PATH_RAY_SHADOW_FOR_LIGHT */
"__unused__", /* PATH_RAY_SHADOW_CATCHER_HIT */
"__unused__", /* PATH_RAY_SHADOW_CATCHER_PASS */
/* Remaining irrelevant bits up to 32. */
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
"__unused__",
};
const int nraytypes = sizeof(raytypes) / sizeof(raytypes[0]);