Fix T100537: wrong depth pass for background after recent fix for gaps

Also have to write if we hit the background and have not written any valid
value for the pass yet.
This commit is contained in:
Brecht Van Lommel 2022-11-28 20:34:03 +01:00
parent 008070e16c
commit ca5062071c
Notes: blender-bot 2023-02-13 23:17:13 +01:00
Referenced by issue #100537, artefacts in transparent area in depth pass
2 changed files with 45 additions and 0 deletions

View File

@ -157,4 +157,47 @@ ccl_device_inline void film_write_data_passes(KernelGlobals kg,
#endif
}
ccl_device_inline void film_write_data_passes_background(
KernelGlobals kg, IntegratorState state, ccl_global float *ccl_restrict render_buffer)
{
#ifdef __PASSES__
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
if (!(path_flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
return;
}
/* Don't write data passes for paths that were split off for shadow catchers
* to avoid double-counting. */
if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) {
return;
}
const int flag = kernel_data.film.pass_flag;
if (!(flag & PASS_ANY)) {
return;
}
if (!(path_flag & PATH_RAY_SINGLE_PASS_DONE)) {
ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
if (INTEGRATOR_STATE(state, path, sample) == 0) {
if (flag & PASSMASK(DEPTH)) {
film_overwrite_pass_float(buffer + kernel_data.film.pass_depth, 0.0f);
}
if (flag & PASSMASK(OBJECT_ID)) {
film_overwrite_pass_float(buffer + kernel_data.film.pass_object_id, 0.0f);
}
if (flag & PASSMASK(MATERIAL_ID)) {
film_overwrite_pass_float(buffer + kernel_data.film.pass_material_id, 0.0f);
}
if (flag & PASSMASK(POSITION)) {
film_overwrite_pass_float3(buffer + kernel_data.film.pass_position, zero_float3());
}
}
}
#endif
}
CCL_NAMESPACE_END

View File

@ -3,6 +3,7 @@
#pragma once
#include "kernel/film/data_passes.h"
#include "kernel/film/light_passes.h"
#include "kernel/integrator/guiding.h"
@ -131,6 +132,7 @@ ccl_device_inline void integrate_background(KernelGlobals kg,
/* Write to render buffer. */
film_write_background(kg, state, L, transparent, is_transparent_background_ray, render_buffer);
film_write_data_passes_background(kg, state, render_buffer);
}
ccl_device_inline void integrate_distant_lights(KernelGlobals kg,