Cycles: Also support the constant emission speedup for mesh lights

Reviewers: brecht, sergey, dingto, juicyfruit

Differential Revision: https://developer.blender.org/D2220
This commit is contained in:
Lukas Stockner 2016-09-14 18:53:35 +02:00 committed by Sergey Sharybin
parent da234142b8
commit f1fe4eb3d1
9 changed files with 41 additions and 31 deletions

View File

@ -278,7 +278,7 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
shader = __float_as_int(str.z);
}
#endif
int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2);
int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*SHADER_SIZE);
/* if no transparent shadows, all light is blocked */
if(!(flag & SD_HAS_TRANSPARENT_SHADOW)) {

View File

@ -353,7 +353,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
shader = __float_as_int(str.z);
}
#endif
int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2);
int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*SHADER_SIZE);
/* if no transparent shadows, all light is blocked */
if(!(flag & SD_HAS_TRANSPARENT_SHADOW)) {

View File

@ -308,7 +308,7 @@ ccl_device_inline uint object_patch_map_offset(KernelGlobals *kg, int object)
ccl_device int shader_pass_id(KernelGlobals *kg, const ShaderData *sd)
{
return kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2 + 1);
return kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*SHADER_SIZE + 1);
}
/* Particle data from which object was instanced */

View File

@ -29,6 +29,8 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg,
/* setup shading at emitter */
float3 eval;
int shader_flag = kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE);
#ifdef __BACKGROUND_MIS__
if(ls->type == LIGHT_BACKGROUND) {
Ray ray;
@ -49,10 +51,14 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg,
}
else
#endif
if(ls->lamp != LAMP_NONE && (ls->shader & SHADER_FIXED_EMISSION))
if(shader_flag & SD_HAS_CONSTANT_EMISSION)
{
float4 L = kernel_tex_fetch(__light_data, ls->lamp*LIGHT_SIZE + 4);
eval = make_float3(L.y, L.z, L.w);
eval.x = __int_as_float(kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE + 2));
eval.y = __int_as_float(kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE + 3));
eval.z = __int_as_float(kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE + 4));
if((ls->prim != PRIM_NONE) && dot(ls->Ng, I) < 0.0f) {
ls->Ng = -ls->Ng;
}
}
else
{

View File

@ -111,7 +111,7 @@ ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg,
ccl_fetch(sd, I) = -ray->D;
ccl_fetch(sd, flag) |= kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2);
ccl_fetch(sd, flag) |= kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*SHADER_SIZE);
#ifdef __INSTANCING__
if(isect->object != OBJECT_NONE) {
@ -195,7 +195,7 @@ void shader_setup_from_subsurface(
motion_triangle_shader_setup(kg, sd, isect, ray, true);
}
sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
# ifdef __INSTANCING__
if(isect->object != OBJECT_NONE) {
@ -264,7 +264,7 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
#endif
ccl_fetch(sd, ray_length) = t;
ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2);
ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*SHADER_SIZE);
if(ccl_fetch(sd, object) != OBJECT_NONE) {
ccl_fetch(sd, flag) |= kernel_tex_fetch(__object_flag, ccl_fetch(sd, object));
@ -370,7 +370,7 @@ ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderDat
ccl_fetch(sd, Ng) = -ray->D;
ccl_fetch(sd, I) = -ray->D;
ccl_fetch(sd, shader) = kernel_data.background.surface_shader;
ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2);
ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*SHADER_SIZE);
#ifdef __OBJECT_MOTION__
ccl_fetch(sd, time) = ray->time;
#endif
@ -1027,7 +1027,7 @@ ccl_device_inline void shader_eval_volume(KernelGlobals *kg,
sd->shader = stack[i].shader;
sd->flag &= ~(SD_SHADER_FLAGS|SD_OBJECT_FLAGS);
sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
if(sd->object != OBJECT_NONE) {
sd->flag |= kernel_tex_fetch(__object_flag, sd->object);
@ -1100,7 +1100,7 @@ ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect
shader = __float_as_int(str.z);
}
#endif
int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2);
int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*SHADER_SIZE);
return (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
}

View File

@ -42,6 +42,7 @@ CCL_NAMESPACE_BEGIN
#define RAMP_TABLE_SIZE 256
#define SHUTTER_TABLE_SIZE 256
#define PARTICLE_SIZE 5
#define SHADER_SIZE 5
#define BSSRDF_MIN_RADIUS 1e-8f
#define BSSRDF_MAX_HITS 4
@ -453,9 +454,8 @@ typedef enum ShaderFlag {
SHADER_EXCLUDE_CAMERA = (1 << 24),
SHADER_EXCLUDE_SCATTER = (1 << 23),
SHADER_EXCLUDE_ANY = (SHADER_EXCLUDE_DIFFUSE|SHADER_EXCLUDE_GLOSSY|SHADER_EXCLUDE_TRANSMIT|SHADER_EXCLUDE_CAMERA|SHADER_EXCLUDE_SCATTER),
SHADER_FIXED_EMISSION = (1 << 22),
SHADER_MASK = ~(SHADER_SMOOTH_NORMAL|SHADER_CAST_SHADOW|SHADER_AREA_LIGHT|SHADER_USE_MIS|SHADER_EXCLUDE_ANY|SHADER_FIXED_EMISSION)
SHADER_MASK = ~(SHADER_SMOOTH_NORMAL|SHADER_CAST_SHADOW|SHADER_AREA_LIGHT|SHADER_USE_MIS|SHADER_EXCLUDE_ANY)
} ShaderFlag;
/* Light Type */
@ -715,20 +715,21 @@ enum ShaderDataFlag {
SD_VOLUME_CUBIC = (1 << 20), /* use cubic interpolation for voxels */
SD_HAS_BUMP = (1 << 21), /* has data connected to the displacement input */
SD_HAS_DISPLACEMENT = (1 << 22), /* has true displacement */
SD_HAS_CONSTANT_EMISSION = (1 << 23), /* has constant emission (value stored in __shader_flag) */
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_VOLUME_CUBIC|SD_HAS_BUMP|SD_HAS_DISPLACEMENT|SD_HAS_CONSTANT_EMISSION),
/* object flags */
SD_HOLDOUT_MASK = (1 << 23), /* holdout for camera rays */
SD_OBJECT_MOTION = (1 << 24), /* has object motion blur */
SD_TRANSFORM_APPLIED = (1 << 25), /* vertices have transform applied */
SD_NEGATIVE_SCALE_APPLIED = (1 << 26), /* vertices have negative scale applied */
SD_OBJECT_HAS_VOLUME = (1 << 27), /* object has a volume shader */
SD_OBJECT_INTERSECTS_VOLUME = (1 << 28), /* object intersects AABB of an object with volume shader */
SD_OBJECT_HAS_VERTEX_MOTION = (1 << 29), /* has position for motion vertices */
SD_HOLDOUT_MASK = (1 << 24), /* holdout for camera rays */
SD_OBJECT_MOTION = (1 << 25), /* has object motion blur */
SD_TRANSFORM_APPLIED = (1 << 26), /* vertices have transform applied */
SD_NEGATIVE_SCALE_APPLIED = (1 << 27), /* vertices have negative scale applied */
SD_OBJECT_HAS_VOLUME = (1 << 28), /* object has a volume shader */
SD_OBJECT_INTERSECTS_VOLUME = (1 << 29), /* object intersects AABB of an object with volume shader */
SD_OBJECT_HAS_VERTEX_MOTION = (1 << 30), /* has position for motion vertices */
SD_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED|
SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME|

View File

@ -115,7 +115,7 @@ ccl_device float kernel_volume_channel_get(float3 value, int channel)
ccl_device bool volume_stack_is_heterogeneous(KernelGlobals *kg, VolumeStack *stack)
{
for(int i = 0; stack[i].shader != SHADER_NONE; i++) {
int shader_flag = kernel_tex_fetch(__shader_flag, (stack[i].shader & SHADER_MASK)*2);
int shader_flag = kernel_tex_fetch(__shader_flag, (stack[i].shader & SHADER_MASK)*SHADER_SIZE);
if(shader_flag & SD_HETEROGENEOUS_VOLUME)
return true;
@ -132,7 +132,7 @@ ccl_device int volume_stack_sampling_method(KernelGlobals *kg, VolumeStack *stac
int method = -1;
for(int i = 0; stack[i].shader != SHADER_NONE; i++) {
int shader_flag = kernel_tex_fetch(__shader_flag, (stack[i].shader & SHADER_MASK)*2);
int shader_flag = kernel_tex_fetch(__shader_flag, (stack[i].shader & SHADER_MASK)*SHADER_SIZE);
if(shader_flag & SD_VOLUME_MIS) {
return SD_VOLUME_MIS;

View File

@ -661,11 +661,6 @@ void LightManager::device_update_points(Device *device,
use_light_visibility = true;
}
float3 fixed_emission = make_float3(0.0f, 0.0f, 0.0f);
if(shader->is_constant_emission(&fixed_emission)) {
shader_id |= SHADER_FIXED_EMISSION;
}
if(light->type == LIGHT_POINT) {
shader_id &= ~SHADER_AREA_LIGHT;
@ -765,7 +760,7 @@ void LightManager::device_update_points(Device *device,
light_data[light_index*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
}
light_data[light_index*LIGHT_SIZE + 4] = make_float4(max_bounces, fixed_emission.x, fixed_emission.y, fixed_emission.z);
light_data[light_index*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f);
light_index++;
}

View File

@ -401,7 +401,7 @@ void ShaderManager::device_update_common(Device *device,
if(scene->shaders.size() == 0)
return;
uint shader_flag_size = scene->shaders.size()*2;
uint shader_flag_size = scene->shaders.size()*SHADER_SIZE;
uint *shader_flag = dscene->shader_flag.resize(shader_flag_size);
uint i = 0;
bool has_volumes = false;
@ -446,9 +446,17 @@ void ShaderManager::device_update_common(Device *device,
if(shader->displacement_method != DISPLACE_TRUE && shader->graph_bump)
flag |= SD_HAS_BSSRDF_BUMP;
/* constant emission check */
float3 constant_emission = make_float3(0.0f, 0.0f, 0.0f);
if(shader->is_constant_emission(&constant_emission))
flag |= SD_HAS_CONSTANT_EMISSION;
/* regular shader */
shader_flag[i++] = flag;
shader_flag[i++] = shader->pass_id;
shader_flag[i++] = __float_as_int(constant_emission.x);
shader_flag[i++] = __float_as_int(constant_emission.y);
shader_flag[i++] = __float_as_int(constant_emission.z);
has_transparent_shadow |= (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
}