Code cleanup: make L_transparent part of PathRadiance.

This commit is contained in:
Brecht Van Lommel 2017-08-12 23:15:58 +02:00
parent 7542282c06
commit dc7fcebb33
Notes: blender-bot 2023-02-14 06:41:44 +01:00
Referenced by issue #52389, No square samples in Cycles
10 changed files with 37 additions and 43 deletions

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@ -208,6 +208,7 @@ ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
L->path_subsurface = make_float3(0.0f, 0.0f, 0.0f);
L->path_scatter = make_float3(0.0f, 0.0f, 0.0f);
L->transparent = 0.0f;
L->emission = make_float3(0.0f, 0.0f, 0.0f);
L->background = make_float3(0.0f, 0.0f, 0.0f);
L->ao = make_float3(0.0f, 0.0f, 0.0f);
@ -217,6 +218,7 @@ ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
else
#endif
{
L->transparent = 0.0f;
L->emission = make_float3(0.0f, 0.0f, 0.0f);
}

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@ -364,10 +364,12 @@ ccl_device_inline void kernel_write_light_passes(KernelGlobals *kg, ccl_global f
}
ccl_device_inline void kernel_write_result(KernelGlobals *kg, ccl_global float *buffer,
int sample, PathRadiance *L, float alpha, bool is_shadow_catcher)
int sample, PathRadiance *L, bool is_shadow_catcher)
{
if(L) {
float3 L_sum;
float alpha = 1.0f - L->transparent;
#ifdef __SHADOW_TRICKS__
if(is_shadow_catcher) {
L_sum = path_radiance_sum_shadowcatcher(kg, L, &alpha);

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@ -432,17 +432,16 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
#endif /* defined(__BRANCHED_PATH__) || defined(__BAKING__) */
ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
RNG *rng,
int sample,
Ray ray,
ccl_global float *buffer,
PathRadiance *L,
bool *is_shadow_catcher)
ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
RNG *rng,
int sample,
Ray ray,
ccl_global float *buffer,
PathRadiance *L,
bool *is_shadow_catcher)
{
/* initialize */
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
float L_transparent = 0.0f;
path_radiance_init(L, kernel_data.film.use_light_pass);
@ -496,7 +495,7 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
if(state.flag & PATH_RAY_CAMERA) {
L->debug_data.num_bvh_traversed_nodes += isect.num_traversed_nodes;
L->debug_data.num_bvh_traversed_instances += isect.num_traversed_instances;
L.->ebug_data.num_bvh_intersections += isect.num_intersections;
L->debug_data.num_bvh_intersections += isect.num_intersections;
}
L->debug_data.num_ray_bounces++;
#endif /* __KERNEL_DEBUG__ */
@ -613,7 +612,7 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
if(!hit) {
/* eval background shader if nothing hit */
if(kernel_data.background.transparent && (state.flag & PATH_RAY_CAMERA)) {
L_transparent += average(throughput);
L->transparent += average(throughput);
#ifdef __PASSES__
if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
@ -673,7 +672,7 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
holdout_weight = shader_holdout_eval(kg, &sd);
}
/* any throughput is ok, should all be identical here */
L_transparent += average(holdout_weight*throughput);
L->transparent += average(holdout_weight*throughput);
}
if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) {
@ -780,8 +779,6 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
#ifdef __SHADOW_TRICKS__
*is_shadow_catcher = (state.flag & PATH_RAY_SHADOW_CATCHER) != 0;
#endif /* __SHADOW_TRICKS__ */
return 1.0f - L_transparent;
}
ccl_device void kernel_path_trace(KernelGlobals *kg,
@ -806,11 +803,11 @@ ccl_device void kernel_path_trace(KernelGlobals *kg,
bool is_shadow_catcher;
if(ray.t != 0.0f) {
float alpha = kernel_path_integrate(kg, &rng, sample, ray, buffer, &L, &is_shadow_catcher);
kernel_write_result(kg, buffer, sample, &L, alpha, is_shadow_catcher);
kernel_path_integrate(kg, &rng, sample, ray, buffer, &L, &is_shadow_catcher);
kernel_write_result(kg, buffer, sample, &L, is_shadow_catcher);
}
else {
kernel_write_result(kg, buffer, sample, NULL, 0.0f, false);
kernel_write_result(kg, buffer, sample, NULL, false);
}
}

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@ -269,17 +269,16 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
}
#endif /* __SUBSURFACE__ */
ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
RNG *rng,
int sample,
Ray ray,
ccl_global float *buffer,
PathRadiance *L,
bool *is_shadow_catcher)
ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
RNG *rng,
int sample,
Ray ray,
ccl_global float *buffer,
PathRadiance *L,
bool *is_shadow_catcher)
{
/* initialize */
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
float L_transparent = 0.0f;
path_radiance_init(L, kernel_data.film.use_light_pass);
@ -477,7 +476,7 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
if(!hit) {
/* eval background shader if nothing hit */
if(kernel_data.background.transparent) {
L_transparent += average(throughput);
L->transparent += average(throughput);
#ifdef __PASSES__
if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
@ -529,7 +528,7 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
holdout_weight = shader_holdout_eval(kg, &sd);
}
/* any throughput is ok, should all be identical here */
L_transparent += average(holdout_weight*throughput);
L->transparent += average(holdout_weight*throughput);
}
if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) {
break;
@ -632,8 +631,6 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
#ifdef __SHADOW_TRICKS__
*is_shadow_catcher = (state.flag & PATH_RAY_SHADOW_CATCHER) != 0;
#endif /* __SHADOW_TRICKS__ */
return 1.0f - L_transparent;
}
ccl_device void kernel_branched_path_trace(KernelGlobals *kg,
@ -658,11 +655,11 @@ ccl_device void kernel_branched_path_trace(KernelGlobals *kg,
bool is_shadow_catcher;
if(ray.t != 0.0f) {
float alpha = kernel_branched_path_integrate(kg, &rng, sample, ray, buffer, &L, &is_shadow_catcher);
kernel_write_result(kg, buffer, sample, &L, alpha, is_shadow_catcher);
kernel_branched_path_integrate(kg, &rng, sample, ray, buffer, &L, &is_shadow_catcher);
kernel_write_result(kg, buffer, sample, &L, is_shadow_catcher);
}
else {
kernel_write_result(kg, buffer, sample, NULL, 0.0f, false);
kernel_write_result(kg, buffer, sample, NULL, false);
}
}

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@ -485,6 +485,7 @@ typedef ccl_addr_space struct PathRadiance {
int use_light_pass;
#endif
float transparent;
float3 emission;
#ifdef __PASSES__
float3 background;

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@ -83,7 +83,6 @@ ccl_device void kernel_buffer_update(KernelGlobals *kg,
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
ccl_global float *L_transparent = &kernel_split_state.L_transparent[ray_index];
RNG rng = kernel_split_state.rng[ray_index];
ccl_global float *buffer = kernel_split_params.buffer;
@ -110,7 +109,7 @@ ccl_device void kernel_buffer_update(KernelGlobals *kg,
if(IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER)) {
/* accumulate result in output buffer */
bool is_shadow_catcher = (state->flag & PATH_RAY_SHADOW_CATCHER);
kernel_write_result(kg, buffer, sample, L, 1.0f - (*L_transparent), is_shadow_catcher);
kernel_write_result(kg, buffer, sample, L, is_shadow_catcher);
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
}
@ -139,11 +138,10 @@ ccl_device void kernel_buffer_update(KernelGlobals *kg,
kernel_path_trace_setup(kg, rng_state, sample, pixel_x, pixel_y, &rng, ray);
if(ray->t != 0.0f) {
/* Initialize throughput, L_transparent, Ray, PathState;
/* Initialize throughput, path radiance, Ray, PathState;
* These rays proceed with path-iteration.
*/
*throughput = make_float3(1.0f, 1.0f, 1.0f);
*L_transparent = 0.0f;
path_radiance_init(L, kernel_data.film.use_light_pass);
path_state_init(kg, &kernel_split_state.sd_DL_shadow[ray_index], state, &rng, sample, ray);
#ifdef __SUBSURFACE__

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@ -162,7 +162,8 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
holdout_weight = shader_holdout_eval(kg, sd);
}
/* any throughput is ok, should all be identical here */
kernel_split_state.L_transparent[ray_index] += average(holdout_weight*throughput);
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
L->transparent += average(holdout_weight*throughput);
}
if(sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
kernel_split_path_end(kg, ray_index);

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@ -54,12 +54,11 @@ ccl_device void kernel_indirect_background(KernelGlobals *kg)
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
ccl_global float *L_transparent = &kernel_split_state.L_transparent[ray_index];
if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
/* eval background shader if nothing hit */
if(kernel_data.background.transparent && (state->flag & PATH_RAY_CAMERA)) {
*L_transparent = (*L_transparent) + average((*throughput));
L->transparent += average((*throughput));
#ifdef __PASSES__
if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
#endif

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@ -71,11 +71,10 @@ ccl_device void kernel_path_init(KernelGlobals *kg) {
&kernel_split_state.ray[ray_index]);
if(kernel_split_state.ray[ray_index].t != 0.0f) {
/* Initialize throughput, L_transparent, Ray, PathState;
/* Initialize throughput, path radiance, Ray, PathState;
* These rays proceed with path-iteration.
*/
kernel_split_state.throughput[ray_index] = make_float3(1.0f, 1.0f, 1.0f);
kernel_split_state.L_transparent[ray_index] = 0.0f;
path_radiance_init(&kernel_split_state.path_radiance[ray_index], kernel_data.film.use_light_pass);
path_state_init(kg,
&kernel_split_state.sd_DL_shadow[ray_index],

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@ -116,7 +116,6 @@ typedef ccl_global struct SplitBranchedState {
#define SPLIT_DATA_ENTRIES \
SPLIT_DATA_ENTRY(ccl_global RNG, rng, 1) \
SPLIT_DATA_ENTRY(ccl_global float3, throughput, 1) \
SPLIT_DATA_ENTRY(ccl_global float, L_transparent, 1) \
SPLIT_DATA_ENTRY(PathRadiance, path_radiance, 1) \
SPLIT_DATA_ENTRY(ccl_global Ray, ray, 1) \
SPLIT_DATA_ENTRY(ccl_global PathState, path_state, 1) \
@ -136,7 +135,6 @@ typedef ccl_global struct SplitBranchedState {
#define SPLIT_DATA_ENTRIES_BRANCHED_SHARED \
SPLIT_DATA_ENTRY(ccl_global RNG, rng, 1) \
SPLIT_DATA_ENTRY(ccl_global float3, throughput, 1) \
SPLIT_DATA_ENTRY(ccl_global float, L_transparent, 1) \
SPLIT_DATA_ENTRY(PathRadiance, path_radiance, 1) \
SPLIT_DATA_ENTRY(ccl_global Ray, ray, 1) \
SPLIT_DATA_ENTRY(ccl_global PathState, path_state, 1) \