Cycles / Branched Path: Some simplifications for main loop.
The main loop only handles transparent intersections from the camera ray. Therefore we can simplify some things. * Avoid PATH_RAY_CAMERA check, this is always true. * Avoid path_state_next() call, we can just set transparent flag and increase transparent bounces. This way we avoid the function call and some branching. Also remove debug num_ray_bounces++, this is incorrect here as no indirect bounce happens here. Should be no functional changes.
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@@ -197,6 +197,10 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
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debug_data_init(&debug_data);
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#endif
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/* Main Loop
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* Here we only handle transparency intersections from the camera ray.
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* Indirect bounces are handled in kernel_branched_path_surface_indirect_light().
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*/
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for(;;) {
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/* intersect scene */
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Intersection isect;
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@@ -207,7 +211,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
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uint lcg_state = 0;
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if(kernel_data.bvh.have_curves) {
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if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
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if(kernel_data.cam.resolution == 1) {
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float3 pixdiff = ray.dD.dx + ray.dD.dy;
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/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
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difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
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@@ -223,11 +227,8 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
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#endif
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#ifdef __KERNEL_DEBUG__
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if(state.flag & PATH_RAY_CAMERA) {
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debug_data.num_bvh_traversal_steps += isect.num_traversal_steps;
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debug_data.num_bvh_traversed_instances += isect.num_traversed_instances;
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}
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debug_data.num_ray_bounces++;
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debug_data.num_bvh_traversal_steps += isect.num_traversal_steps;
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debug_data.num_bvh_traversed_instances += isect.num_traversed_instances;
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#endif
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#ifdef __VOLUME__
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@@ -464,7 +465,10 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
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break;
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}
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path_state_next(kg, &state, LABEL_TRANSPARENT);
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/* Update Path State */
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state.flag |= PATH_RAY_TRANSPARENT;
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state.transparent_bounce++;
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ray.P = ray_offset(sd.P, -sd.Ng);
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ray.t -= sd.ray_length; /* clipping works through transparent */
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