Cycles: Refactor how we pass bounce info to light path node.

This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.

This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.

Reviewed by Sergey and Brecht, thanks for some hlp with this.

I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)
This commit is contained in:
Thomas Dinges
2016-01-06 23:38:13 +01:00
parent be28706bac
commit 83e73a2100
29 changed files with 197 additions and 204 deletions

View File

@@ -94,12 +94,6 @@ ccl_device void kernel_data_init(
ccl_global float *ray_length_sd,
ccl_global float *ray_length_sd_DL_shadow,
ccl_global int *ray_depth_sd,
ccl_global int *ray_depth_sd_DL_shadow,
ccl_global int *transparent_depth_sd,
ccl_global int *transparent_depth_sd_DL_shadow,
/* Ray differentials. */
ccl_global differential3 *dP_sd,
ccl_global differential3 *dP_sd_DL_shadow,
@@ -219,12 +213,6 @@ ccl_device void kernel_data_init(
sd->ray_length = ray_length_sd;
sd_DL_shadow->ray_length = ray_length_sd_DL_shadow;
sd->ray_depth = ray_depth_sd;
sd_DL_shadow->ray_depth = ray_depth_sd_DL_shadow;
sd->transparent_depth = transparent_depth_sd;
sd_DL_shadow->transparent_depth = transparent_depth_sd_DL_shadow;
#ifdef __RAY_DIFFERENTIALS__
sd->dP = dP_sd;
sd_DL_shadow->dP = dP_sd_DL_shadow;

View File

@@ -90,8 +90,8 @@ ccl_device char kernel_direct_lighting(
BsdfEval L_light;
bool is_lamp;
if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp,
state->bounce, state->transparent_bounce, sd_DL))
if(direct_emission(kg, sd, &ls, state, &light_ray, &L_light, &is_lamp,
sd_DL))
{
/* Write intermediate data to global memory to access from
* the next kernel.

View File

@@ -59,28 +59,28 @@ ccl_device void kernel_lamp_emission(
IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND))
{
PathRadiance *L = &PathRadiance_coop[ray_index];
ccl_global PathState *state = &PathState_coop[ray_index];
float3 throughput = throughput_coop[ray_index];
Ray ray = Ray_coop[ray_index];
PathState state = PathState_coop[ray_index];
#ifdef __LAMP_MIS__
if(kernel_data.integrator.use_lamp_mis && !(state.flag & PATH_RAY_CAMERA)) {
if(kernel_data.integrator.use_lamp_mis && !(state->flag & PATH_RAY_CAMERA)) {
/* ray starting from previous non-transparent bounce */
Ray light_ray;
light_ray.P = ray.P - state.ray_t*ray.D;
state.ray_t += Intersection_coop[ray_index].t;
light_ray.P = ray.P - state->ray_t*ray.D;
state->ray_t += Intersection_coop[ray_index].t;
light_ray.D = ray.D;
light_ray.t = state.ray_t;
light_ray.t = state->ray_t;
light_ray.time = ray.time;
light_ray.dD = ray.dD;
light_ray.dP = ray.dP;
/* intersect with lamp */
float3 emission;
if(indirect_lamp_emission(kg, &state, &light_ray, &emission, sd)) {
path_radiance_accum_emission(L, throughput, emission, state.bounce);
if(indirect_lamp_emission(kg, state, &light_ray, &emission, sd)) {
path_radiance_accum_emission(L, throughput, emission, state->bounce);
}
}
#endif /* __LAMP_MIS__ */
@@ -89,14 +89,14 @@ ccl_device void kernel_lamp_emission(
#if 0
#ifdef __VOLUME__
/* volume attenuation, emission, scatter */
if(state.volume_stack[0].shader != SHADER_NONE) {
if(state->volume_stack[0].shader != SHADER_NONE) {
Ray volume_ray = ray;
volume_ray.t = (hit)? isect.t: FLT_MAX;
bool heterogeneous = volume_stack_is_heterogeneous(kg, state.volume_stack);
bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack);
#ifdef __VOLUME_DECOUPLED__
int sampling_method = volume_stack_sampling_method(kg, state.volume_stack);
int sampling_method = volume_stack_sampling_method(kg, state->volume_stack);
bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, true, sampling_method);
if(decoupled) {
@@ -104,15 +104,15 @@ ccl_device void kernel_lamp_emission(
VolumeSegment volume_segment;
ShaderData volume_sd;
shader_setup_from_volume(kg, &volume_sd, &volume_ray, state.bounce, state.transparent_bounce);
kernel_volume_decoupled_record(kg, &state,
shader_setup_from_volume(kg, &volume_sd, &volume_ray);
kernel_volume_decoupled_record(kg, state,
&volume_ray, &volume_sd, &volume_segment, heterogeneous);
volume_segment.sampling_method = sampling_method;
/* emission */
if(volume_segment.closure_flag & SD_EMISSION)
path_radiance_accum_emission(&L, throughput, volume_segment.accum_emission, state.bounce);
path_radiance_accum_emission(&L, throughput, volume_segment.accum_emission, state->bounce);
/* scattering */
VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED;
@@ -122,16 +122,16 @@ ccl_device void kernel_lamp_emission(
/* direct light sampling */
kernel_branched_path_volume_connect_light(kg, rng, &volume_sd,
throughput, &state, &L, 1.0f, all, &volume_ray, &volume_segment);
throughput, state, &L, 1.0f, all, &volume_ray, &volume_segment);
/* indirect sample. if we use distance sampling and take just
* one sample for direct and indirect light, we could share
* this computation, but makes code a bit complex */
float rphase = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_PHASE);
float rscatter = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_SCATTER_DISTANCE);
float rphase = path_state_rng_1D_for_decision(kg, rng, state, PRNG_PHASE);
float rscatter = path_state_rng_1D_for_decision(kg, rng, state, PRNG_SCATTER_DISTANCE);
result = kernel_volume_decoupled_scatter(kg,
&state, &volume_ray, &volume_sd, &throughput,
state, &volume_ray, &volume_sd, &throughput,
rphase, rscatter, &volume_segment, NULL, true);
}
@@ -142,7 +142,7 @@ ccl_device void kernel_lamp_emission(
kernel_volume_decoupled_free(kg, &volume_segment);
if(result == VOLUME_PATH_SCATTERED) {
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray))
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, state, &L, &ray))
continue;
else
break;
@@ -154,15 +154,15 @@ ccl_device void kernel_lamp_emission(
/* integrate along volume segment with distance sampling */
ShaderData volume_sd;
VolumeIntegrateResult result = kernel_volume_integrate(
kg, &state, &volume_sd, &volume_ray, &L, &throughput, rng, heterogeneous);
kg, state, &volume_sd, &volume_ray, &L, &throughput, rng, heterogeneous);
#ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
/* direct lighting */
kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, &L);
kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, state, &L);
/* indirect light bounce */
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray))
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, state, &L, &ray))
continue;
else
break;

View File

@@ -63,10 +63,8 @@ ccl_device void kernel_shader_eval(
shader_setup_from_ray(kg,
sd,
isect,
&ray,
state->bounce,
state->transparent_bounce);
&ray);
float rbsdf = path_state_rng_1D_for_decision(kg, rng, state, PRNG_BSDF);
shader_eval_surface(kg, sd, rbsdf, state->flag, SHADER_CONTEXT_MAIN);
shader_eval_surface(kg, sd, state, rbsdf, state->flag, SHADER_CONTEXT_MAIN);
}
}