Code cleanup: move rng into path state.
Also pass by value and don't write back now that it is just a hash for seeding and no longer an LCG state. Together this makes CUDA a tiny bit faster in my tests, but mainly simplifies code.
This commit is contained in:
@@ -21,7 +21,7 @@ CCL_NAMESPACE_BEGIN
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ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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ShaderData *sd,
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PathRadiance *L,
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RNG rng,
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uint rng_hash,
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int pass_filter,
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int sample)
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{
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@@ -48,11 +48,11 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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path_radiance_init(&L_sample, kernel_data.film.use_light_pass);
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/* init path state */
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path_state_init(kg, &emission_sd, &state, &rng, sample, NULL);
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path_state_init(kg, &emission_sd, &state, rng_hash, sample, NULL);
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/* evaluate surface shader */
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float rbsdf = path_state_rng_1D(kg, &rng, &state, PRNG_BSDF);
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shader_eval_surface(kg, sd, &rng, &state, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
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float rbsdf = path_state_rng_1D(kg, &state, PRNG_BSDF);
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shader_eval_surface(kg, sd, &state, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
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/* TODO, disable more closures we don't need besides transparent */
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shader_bsdf_disable_transparency(kg, sd);
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@@ -64,7 +64,7 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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/* sample ambient occlusion */
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if(pass_filter & BAKE_FILTER_AO) {
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kernel_path_ao(kg, sd, &emission_sd, &L_sample, &state, &rng, throughput, shader_bsdf_alpha(kg, sd));
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kernel_path_ao(kg, sd, &emission_sd, &L_sample, &state, throughput, shader_bsdf_alpha(kg, sd));
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}
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/* sample emission */
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@@ -86,7 +86,6 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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&emission_sd,
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&L_sample,
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&state,
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&rng,
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&ray,
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&throughput,
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&ss_indirect))
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@@ -101,7 +100,6 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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kernel_path_indirect(kg,
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&indirect_sd,
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&emission_sd,
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&rng,
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&ray,
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throughput,
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state.num_samples,
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@@ -116,14 +114,14 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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/* sample light and BSDF */
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if(!is_sss_sample && (pass_filter & (BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT))) {
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kernel_path_surface_connect_light(kg, &rng, sd, &emission_sd, throughput, &state, &L_sample);
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kernel_path_surface_connect_light(kg, sd, &emission_sd, throughput, &state, &L_sample);
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if(kernel_path_surface_bounce(kg, &rng, sd, &throughput, &state, &L_sample, &ray)) {
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if(kernel_path_surface_bounce(kg, sd, &throughput, &state, &L_sample, &ray)) {
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#ifdef __LAMP_MIS__
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state.ray_t = 0.0f;
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#endif
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/* compute indirect light */
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kernel_path_indirect(kg, &indirect_sd, &emission_sd, &rng, &ray, throughput, 1, &state, &L_sample);
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kernel_path_indirect(kg, &indirect_sd, &emission_sd, &ray, throughput, 1, &state, &L_sample);
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/* sum and reset indirect light pass variables for the next samples */
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path_radiance_sum_indirect(&L_sample);
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@@ -137,7 +135,7 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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/* sample ambient occlusion */
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if(pass_filter & BAKE_FILTER_AO) {
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kernel_branched_path_ao(kg, sd, &emission_sd, &L_sample, &state, &rng, throughput);
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kernel_branched_path_ao(kg, sd, &emission_sd, &L_sample, &state, throughput);
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}
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/* sample emission */
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@@ -151,7 +149,7 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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if((pass_filter & BAKE_FILTER_SUBSURFACE) && (sd->flag & SD_BSSRDF)) {
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/* when mixing BSSRDF and BSDF closures we should skip BSDF lighting if scattering was successful */
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kernel_branched_path_subsurface_scatter(kg, sd, &indirect_sd,
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&emission_sd, &L_sample, &state, &rng, &ray, throughput);
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&emission_sd, &L_sample, &state, &ray, throughput);
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}
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#endif
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@@ -161,13 +159,13 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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/* direct light */
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if(kernel_data.integrator.use_direct_light) {
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int all = kernel_data.integrator.sample_all_lights_direct;
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kernel_branched_path_surface_connect_light(kg, &rng,
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kernel_branched_path_surface_connect_light(kg,
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sd, &emission_sd, &state, throughput, 1.0f, &L_sample, all);
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}
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#endif
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/* indirect light */
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kernel_branched_path_surface_indirect_light(kg, &rng,
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kernel_branched_path_surface_indirect_light(kg,
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sd, &indirect_sd, &emission_sd, throughput, 1.0f, &state, &L_sample);
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}
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}
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@@ -225,7 +223,6 @@ ccl_device_inline float3 kernel_bake_shader_bsdf(KernelGlobals *kg,
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ccl_device float3 kernel_bake_evaluate_direct_indirect(KernelGlobals *kg,
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ShaderData *sd,
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RNG *rng,
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PathState *state,
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float3 direct,
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float3 indirect,
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@@ -245,12 +242,12 @@ ccl_device float3 kernel_bake_evaluate_direct_indirect(KernelGlobals *kg,
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}
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else {
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/* surface color of the pass only */
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shader_eval_surface(kg, sd, rng, state, 0.0f, 0, SHADER_CONTEXT_MAIN);
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shader_eval_surface(kg, sd, state, 0.0f, 0, SHADER_CONTEXT_MAIN);
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return kernel_bake_shader_bsdf(kg, sd, type);
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}
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}
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else {
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shader_eval_surface(kg, sd, rng, state, 0.0f, 0, SHADER_CONTEXT_MAIN);
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shader_eval_surface(kg, sd, state, 0.0f, 0, SHADER_CONTEXT_MAIN);
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color = kernel_bake_shader_bsdf(kg, sd, type);
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}
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@@ -292,14 +289,14 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
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int num_samples = kernel_data.integrator.aa_samples;
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/* random number generator */
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RNG rng = cmj_hash(offset + i, kernel_data.integrator.seed);
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uint rng_hash = cmj_hash(offset + i, kernel_data.integrator.seed);
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float filter_x, filter_y;
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if(sample == 0) {
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filter_x = filter_y = 0.5f;
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}
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else {
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path_rng_2D(kg, &rng, sample, num_samples, PRNG_FILTER_U, &filter_x, &filter_y);
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path_rng_2D(kg, rng_hash, sample, num_samples, PRNG_FILTER_U, &filter_x, &filter_y);
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}
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/* subpixel u/v offset */
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@@ -335,14 +332,14 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
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/* light passes if we need more than color */
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if(pass_filter & ~BAKE_FILTER_COLOR)
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compute_light_pass(kg, &sd, &L, rng, pass_filter, sample);
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compute_light_pass(kg, &sd, &L, rng_hash, pass_filter, sample);
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switch(type) {
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/* data passes */
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case SHADER_EVAL_NORMAL:
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{
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if((sd.flag & SD_HAS_BUMP)) {
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shader_eval_surface(kg, &sd, &rng, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
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shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
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}
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/* compression: normal = (2 * color) - 1 */
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@@ -356,7 +353,7 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
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}
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case SHADER_EVAL_EMISSION:
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{
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shader_eval_surface(kg, &sd, &rng, &state, 0.f, 0, SHADER_CONTEXT_EMISSION);
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shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_EMISSION);
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out = shader_emissive_eval(kg, &sd);
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break;
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}
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@@ -409,7 +406,6 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
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{
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out = kernel_bake_evaluate_direct_indirect(kg,
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&sd,
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&rng,
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&state,
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L.direct_diffuse,
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L.indirect_diffuse,
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@@ -421,7 +417,6 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
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{
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out = kernel_bake_evaluate_direct_indirect(kg,
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&sd,
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&rng,
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&state,
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L.direct_glossy,
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L.indirect_glossy,
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@@ -433,7 +428,6 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
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{
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out = kernel_bake_evaluate_direct_indirect(kg,
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&sd,
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&rng,
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&state,
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L.direct_transmission,
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L.indirect_transmission,
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@@ -446,7 +440,6 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
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#ifdef __SUBSURFACE__
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out = kernel_bake_evaluate_direct_indirect(kg,
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&sd,
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&rng,
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&state,
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L.direct_subsurface,
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L.indirect_subsurface,
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@@ -72,7 +72,7 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg,
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/* no path flag, we're evaluating this for all closures. that's weak but
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* we'd have to do multiple evaluations otherwise */
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path_state_modify_bounce(state, true);
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shader_eval_surface(kg, emission_sd, NULL, state, 0.0f, 0, SHADER_CONTEXT_EMISSION);
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shader_eval_surface(kg, emission_sd, state, 0.0f, 0, SHADER_CONTEXT_EMISSION);
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path_state_modify_bounce(state, false);
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/* evaluate emissive closure */
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@@ -55,14 +55,13 @@ ccl_device_noinline void kernel_path_ao(KernelGlobals *kg,
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ShaderData *emission_sd,
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PathRadiance *L,
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ccl_addr_space PathState *state,
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RNG *rng,
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float3 throughput,
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float3 ao_alpha)
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{
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/* todo: solve correlation */
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float bsdf_u, bsdf_v;
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path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
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path_state_rng_2D(kg, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
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float ao_factor = kernel_data.background.ao_factor;
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float3 ao_N;
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@@ -101,7 +100,6 @@ ccl_device_noinline void kernel_path_ao(KernelGlobals *kg,
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ccl_device void kernel_path_indirect(KernelGlobals *kg,
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ShaderData *sd,
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ShaderData *emission_sd,
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RNG *rng,
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Ray *ray,
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float3 throughput,
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int num_samples,
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@@ -200,7 +198,6 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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/* direct light sampling */
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kernel_branched_path_volume_connect_light(kg,
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rng,
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sd,
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emission_sd,
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throughput,
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@@ -213,8 +210,8 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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/* indirect sample. if we use distance sampling and take just
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* one sample for direct and indirect light, we could share
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* this computation, but makes code a bit complex */
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float rphase = path_state_rng_1D_for_decision(kg, rng, state, PRNG_PHASE);
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float rscatter = path_state_rng_1D_for_decision(kg, rng, state, PRNG_SCATTER_DISTANCE);
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float rphase = path_state_rng_1D_for_decision(kg, state, PRNG_PHASE);
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float rscatter = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE);
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result = kernel_volume_decoupled_scatter(kg,
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state,
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@@ -233,7 +230,6 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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if(result == VOLUME_PATH_SCATTERED) {
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if(kernel_path_volume_bounce(kg,
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rng,
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sd,
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&throughput,
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state,
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@@ -255,13 +251,12 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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{
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/* integrate along volume segment with distance sampling */
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VolumeIntegrateResult result = kernel_volume_integrate(
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kg, state, sd, &volume_ray, L, &throughput, rng, heterogeneous);
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kg, state, sd, &volume_ray, L, &throughput, heterogeneous);
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# ifdef __VOLUME_SCATTER__
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if(result == VOLUME_PATH_SCATTERED) {
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/* direct lighting */
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kernel_path_volume_connect_light(kg,
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rng,
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sd,
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emission_sd,
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throughput,
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@@ -270,7 +265,6 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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/* indirect light bounce */
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if(kernel_path_volume_bounce(kg,
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rng,
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sd,
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&throughput,
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state,
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@@ -309,8 +303,8 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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sd,
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&isect,
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ray);
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float rbsdf = path_state_rng_1D_for_decision(kg, rng, state, PRNG_BSDF);
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shader_eval_surface(kg, sd, rng, state, rbsdf, state->flag, SHADER_CONTEXT_INDIRECT);
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float rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF);
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shader_eval_surface(kg, sd, state, rbsdf, state->flag, SHADER_CONTEXT_INDIRECT);
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#ifdef __BRANCHED_PATH__
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shader_merge_closures(sd);
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#endif /* __BRANCHED_PATH__ */
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@@ -360,7 +354,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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break;
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}
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else if(probability != 1.0f) {
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float terminate = path_state_rng_1D_for_decision(kg, rng, state, PRNG_TERMINATE);
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float terminate = path_state_rng_1D_for_decision(kg, state, PRNG_TERMINATE);
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if(terminate >= probability)
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break;
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@@ -373,7 +367,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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#ifdef __AO__
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/* ambient occlusion */
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if(kernel_data.integrator.use_ambient_occlusion || (sd->flag & SD_AO)) {
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kernel_path_ao(kg, sd, emission_sd, L, state, rng, throughput, make_float3(0.0f, 0.0f, 0.0f));
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kernel_path_ao(kg, sd, emission_sd, L, state, throughput, make_float3(0.0f, 0.0f, 0.0f));
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}
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#endif /* __AO__ */
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@@ -389,11 +383,10 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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/* do bssrdf scatter step if we picked a bssrdf closure */
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if(sc) {
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uint lcg_state = lcg_state_init(rng, state->rng_offset, state->sample, 0x68bc21eb);
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uint lcg_state = lcg_state_init(state, 0x68bc21eb);
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float bssrdf_u, bssrdf_v;
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path_state_rng_2D(kg,
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rng,
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state,
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PRNG_BSDF_U,
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&bssrdf_u, &bssrdf_v);
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@@ -414,7 +407,6 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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int all = (kernel_data.integrator.sample_all_lights_indirect) ||
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(state->flag & PATH_RAY_SHADOW_CATCHER);
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kernel_branched_path_surface_connect_light(kg,
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rng,
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sd,
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emission_sd,
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state,
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@@ -425,7 +417,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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}
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#endif /* defined(__EMISSION__) */
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if(!kernel_path_surface_bounce(kg, rng, sd, &throughput, state, L, ray))
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if(!kernel_path_surface_bounce(kg, sd, &throughput, state, L, ray))
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break;
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}
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}
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@@ -433,7 +425,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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#endif /* defined(__BRANCHED_PATH__) || defined(__BAKING__) */
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ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
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RNG *rng,
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uint rng_hash,
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int sample,
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Ray ray,
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ccl_global float *buffer,
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@@ -451,7 +443,7 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
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ShaderData emission_sd;
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PathState state;
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path_state_init(kg, &emission_sd, &state, rng, sample, &ray);
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path_state_init(kg, &emission_sd, &state, rng_hash, sample, &ray);
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#ifdef __SUBSURFACE__
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SubsurfaceIndirectRays ss_indirect;
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@@ -478,7 +470,7 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
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}
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extmax = kernel_data.curve.maximum_width;
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lcg_state = lcg_state_init(rng, state.rng_offset, state.sample, 0x51633e2d);
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lcg_state = lcg_state_init(&state, 0x51633e2d);
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}
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if(state.bounce > kernel_data.integrator.ao_bounces) {
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@@ -558,15 +550,15 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
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int all = false;
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/* direct light sampling */
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kernel_branched_path_volume_connect_light(kg, rng, &sd,
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kernel_branched_path_volume_connect_light(kg, &sd,
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&emission_sd, throughput, &state, L, all,
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&volume_ray, &volume_segment);
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|
||||
/* 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, &state, PRNG_PHASE);
|
||||
float rscatter = path_state_rng_1D_for_decision(kg, &state, PRNG_SCATTER_DISTANCE);
|
||||
|
||||
result = kernel_volume_decoupled_scatter(kg,
|
||||
&state, &volume_ray, &sd, &throughput,
|
||||
@@ -577,7 +569,7 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
|
||||
kernel_volume_decoupled_free(kg, &volume_segment);
|
||||
|
||||
if(result == VOLUME_PATH_SCATTERED) {
|
||||
if(kernel_path_volume_bounce(kg, rng, &sd, &throughput, &state, L, &ray))
|
||||
if(kernel_path_volume_bounce(kg, &sd, &throughput, &state, L, &ray))
|
||||
continue;
|
||||
else
|
||||
break;
|
||||
@@ -591,15 +583,15 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
|
||||
{
|
||||
/* integrate along volume segment with distance sampling */
|
||||
VolumeIntegrateResult result = kernel_volume_integrate(
|
||||
kg, &state, &sd, &volume_ray, L, &throughput, rng, heterogeneous);
|
||||
kg, &state, &sd, &volume_ray, L, &throughput, heterogeneous);
|
||||
|
||||
# ifdef __VOLUME_SCATTER__
|
||||
if(result == VOLUME_PATH_SCATTERED) {
|
||||
/* direct lighting */
|
||||
kernel_path_volume_connect_light(kg, rng, &sd, &emission_sd, throughput, &state, L);
|
||||
kernel_path_volume_connect_light(kg, &sd, &emission_sd, throughput, &state, L);
|
||||
|
||||
/* indirect light bounce */
|
||||
if(kernel_path_volume_bounce(kg, rng, &sd, &throughput, &state, L, &ray))
|
||||
if(kernel_path_volume_bounce(kg, &sd, &throughput, &state, L, &ray))
|
||||
continue;
|
||||
else
|
||||
break;
|
||||
@@ -634,8 +626,8 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
|
||||
|
||||
/* setup shading */
|
||||
shader_setup_from_ray(kg, &sd, &isect, &ray);
|
||||
float rbsdf = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_BSDF);
|
||||
shader_eval_surface(kg, &sd, rng, &state, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
|
||||
float rbsdf = path_state_rng_1D_for_decision(kg, &state, PRNG_BSDF);
|
||||
shader_eval_surface(kg, &sd, &state, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
|
||||
|
||||
#ifdef __SHADOW_TRICKS__
|
||||
if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
|
||||
@@ -713,7 +705,7 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
|
||||
break;
|
||||
}
|
||||
else if(probability != 1.0f) {
|
||||
float terminate = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_TERMINATE);
|
||||
float terminate = path_state_rng_1D_for_decision(kg, &state, PRNG_TERMINATE);
|
||||
if(terminate >= probability)
|
||||
break;
|
||||
|
||||
@@ -725,7 +717,7 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
|
||||
#ifdef __AO__
|
||||
/* ambient occlusion */
|
||||
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
|
||||
kernel_path_ao(kg, &sd, &emission_sd, L, &state, rng, throughput, shader_bsdf_alpha(kg, &sd));
|
||||
kernel_path_ao(kg, &sd, &emission_sd, L, &state, throughput, shader_bsdf_alpha(kg, &sd));
|
||||
}
|
||||
#endif /* __AO__ */
|
||||
|
||||
@@ -738,7 +730,6 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
|
||||
&emission_sd,
|
||||
L,
|
||||
&state,
|
||||
rng,
|
||||
&ray,
|
||||
&throughput,
|
||||
&ss_indirect))
|
||||
@@ -749,10 +740,10 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
|
||||
#endif /* __SUBSURFACE__ */
|
||||
|
||||
/* direct lighting */
|
||||
kernel_path_surface_connect_light(kg, rng, &sd, &emission_sd, throughput, &state, L);
|
||||
kernel_path_surface_connect_light(kg, &sd, &emission_sd, throughput, &state, L);
|
||||
|
||||
/* compute direct lighting and next bounce */
|
||||
if(!kernel_path_surface_bounce(kg, rng, &sd, &throughput, &state, L, &ray))
|
||||
if(!kernel_path_surface_bounce(kg, &sd, &throughput, &state, L, &ray))
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -793,17 +784,17 @@ ccl_device void kernel_path_trace(KernelGlobals *kg,
|
||||
buffer += index*pass_stride;
|
||||
|
||||
/* initialize random numbers and ray */
|
||||
RNG rng;
|
||||
uint rng_hash;
|
||||
Ray ray;
|
||||
|
||||
kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng, &ray);
|
||||
kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng_hash, &ray);
|
||||
|
||||
/* integrate */
|
||||
PathRadiance L;
|
||||
bool is_shadow_catcher;
|
||||
|
||||
if(ray.t != 0.0f) {
|
||||
kernel_path_integrate(kg, &rng, sample, ray, buffer, &L, &is_shadow_catcher);
|
||||
kernel_path_integrate(kg, rng_hash, sample, ray, buffer, &L, &is_shadow_catcher);
|
||||
kernel_write_result(kg, buffer, sample, &L, is_shadow_catcher);
|
||||
}
|
||||
else {
|
||||
|
@@ -23,7 +23,6 @@ ccl_device_inline void kernel_branched_path_ao(KernelGlobals *kg,
|
||||
ShaderData *emission_sd,
|
||||
PathRadiance *L,
|
||||
ccl_addr_space PathState *state,
|
||||
RNG *rng,
|
||||
float3 throughput)
|
||||
{
|
||||
int num_samples = kernel_data.integrator.ao_samples;
|
||||
@@ -35,7 +34,7 @@ ccl_device_inline void kernel_branched_path_ao(KernelGlobals *kg,
|
||||
|
||||
for(int j = 0; j < num_samples; j++) {
|
||||
float bsdf_u, bsdf_v;
|
||||
path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
||||
path_branched_rng_2D(kg, state->rng_hash, state, j, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
||||
|
||||
float3 ao_D;
|
||||
float ao_pdf;
|
||||
@@ -69,7 +68,7 @@ ccl_device_inline void kernel_branched_path_ao(KernelGlobals *kg,
|
||||
|
||||
/* bounce off surface and integrate indirect light */
|
||||
ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGlobals *kg,
|
||||
RNG *rng, ShaderData *sd, ShaderData *indirect_sd, ShaderData *emission_sd,
|
||||
ShaderData *sd, ShaderData *indirect_sd, ShaderData *emission_sd,
|
||||
float3 throughput, float num_samples_adjust, PathState *state, PathRadiance *L)
|
||||
{
|
||||
float sum_sample_weight = 0.0f;
|
||||
@@ -113,7 +112,6 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba
|
||||
num_samples = ceil_to_int(num_samples_adjust*num_samples);
|
||||
|
||||
float num_samples_inv = num_samples_adjust/num_samples;
|
||||
RNG bsdf_rng = cmj_hash(*rng, i);
|
||||
|
||||
for(int j = 0; j < num_samples; j++) {
|
||||
PathState ps = *state;
|
||||
@@ -123,8 +121,9 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba
|
||||
float shadow_transparency = L->shadow_transparency;
|
||||
#endif
|
||||
|
||||
ps.rng_hash = cmj_hash(state->rng_hash, i);
|
||||
|
||||
if(!kernel_branched_path_surface_bounce(kg,
|
||||
&bsdf_rng,
|
||||
sd,
|
||||
sc,
|
||||
j,
|
||||
@@ -138,10 +137,11 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba
|
||||
continue;
|
||||
}
|
||||
|
||||
ps.rng_hash = state->rng_hash;
|
||||
|
||||
kernel_path_indirect(kg,
|
||||
indirect_sd,
|
||||
emission_sd,
|
||||
rng,
|
||||
&bsdf_ray,
|
||||
tp*num_samples_inv,
|
||||
num_samples,
|
||||
@@ -167,7 +167,6 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
|
||||
ShaderData *emission_sd,
|
||||
PathRadiance *L,
|
||||
PathState *state,
|
||||
RNG *rng,
|
||||
Ray *ray,
|
||||
float3 throughput)
|
||||
{
|
||||
@@ -178,17 +177,17 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
|
||||
continue;
|
||||
|
||||
/* set up random number generator */
|
||||
uint lcg_state = lcg_state_init(rng, state->rng_offset, state->sample, 0x68bc21eb);
|
||||
uint lcg_state = lcg_state_init(state, 0x68bc21eb);
|
||||
int num_samples = kernel_data.integrator.subsurface_samples;
|
||||
float num_samples_inv = 1.0f/num_samples;
|
||||
RNG bssrdf_rng = cmj_hash(*rng, i);
|
||||
uint bssrdf_rng_hash = cmj_hash(state->rng_hash, i);
|
||||
|
||||
/* do subsurface scatter step with copy of shader data, this will
|
||||
* replace the BSSRDF with a diffuse BSDF closure */
|
||||
for(int j = 0; j < num_samples; j++) {
|
||||
SubsurfaceIntersection ss_isect;
|
||||
float bssrdf_u, bssrdf_v;
|
||||
path_branched_rng_2D(kg, &bssrdf_rng, state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
|
||||
path_branched_rng_2D(kg, bssrdf_rng_hash, state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
|
||||
int num_hits = subsurface_scatter_multi_intersect(kg,
|
||||
&ss_isect,
|
||||
sd,
|
||||
@@ -241,7 +240,6 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
|
||||
(state->flag & PATH_RAY_SHADOW_CATCHER);
|
||||
kernel_branched_path_surface_connect_light(
|
||||
kg,
|
||||
rng,
|
||||
&bssrdf_sd,
|
||||
emission_sd,
|
||||
&hit_state,
|
||||
@@ -255,7 +253,6 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
|
||||
/* indirect light */
|
||||
kernel_branched_path_surface_indirect_light(
|
||||
kg,
|
||||
rng,
|
||||
&bssrdf_sd,
|
||||
indirect_sd,
|
||||
emission_sd,
|
||||
@@ -270,7 +267,7 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
|
||||
#endif /* __SUBSURFACE__ */
|
||||
|
||||
ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
uint rng_hash,
|
||||
int sample,
|
||||
Ray ray,
|
||||
ccl_global float *buffer,
|
||||
@@ -288,7 +285,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
ShaderData emission_sd, indirect_sd;
|
||||
|
||||
PathState state;
|
||||
path_state_init(kg, &emission_sd, &state, rng, sample, &ray);
|
||||
path_state_init(kg, &emission_sd, &state, rng_hash, sample, &ray);
|
||||
|
||||
/* Main Loop
|
||||
* Here we only handle transparency intersections from the camera ray.
|
||||
@@ -311,7 +308,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
}
|
||||
|
||||
extmax = kernel_data.curve.maximum_width;
|
||||
lcg_state = lcg_state_init(rng, state.rng_offset, state.sample, 0x51633e2d);
|
||||
lcg_state = lcg_state_init(&state, 0x51633e2d);
|
||||
}
|
||||
|
||||
bool hit = scene_intersect(kg, ray, visibility, &isect, &lcg_state, difl, extmax);
|
||||
@@ -354,7 +351,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
|
||||
int all = kernel_data.integrator.sample_all_lights_direct;
|
||||
|
||||
kernel_branched_path_volume_connect_light(kg, rng, &sd,
|
||||
kernel_branched_path_volume_connect_light(kg, &sd,
|
||||
&emission_sd, throughput, &state, L, all,
|
||||
&volume_ray, &volume_segment);
|
||||
|
||||
@@ -373,8 +370,8 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
/* scatter 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, &ps, PRNG_PHASE);
|
||||
float rscatter = path_state_rng_1D_for_decision(kg, rng, &ps, PRNG_SCATTER_DISTANCE);
|
||||
float rphase = path_state_rng_1D_for_decision(kg, &ps, PRNG_PHASE);
|
||||
float rscatter = path_state_rng_1D_for_decision(kg, &ps, PRNG_SCATTER_DISTANCE);
|
||||
|
||||
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
|
||||
&ps, &pray, &sd, &tp, rphase, rscatter, &volume_segment, NULL, false);
|
||||
@@ -383,7 +380,6 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
kernel_assert(result == VOLUME_PATH_SCATTERED);
|
||||
|
||||
if(kernel_path_volume_bounce(kg,
|
||||
rng,
|
||||
&sd,
|
||||
&tp,
|
||||
&ps,
|
||||
@@ -393,7 +389,6 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
kernel_path_indirect(kg,
|
||||
&indirect_sd,
|
||||
&emission_sd,
|
||||
rng,
|
||||
&pray,
|
||||
tp*num_samples_inv,
|
||||
num_samples,
|
||||
@@ -432,16 +427,15 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
path_state_branch(&ps, j, num_samples);
|
||||
|
||||
VolumeIntegrateResult result = kernel_volume_integrate(
|
||||
kg, &ps, &sd, &volume_ray, L, &tp, rng, heterogeneous);
|
||||
kg, &ps, &sd, &volume_ray, L, &tp, heterogeneous);
|
||||
|
||||
#ifdef __VOLUME_SCATTER__
|
||||
if(result == VOLUME_PATH_SCATTERED) {
|
||||
/* todo: support equiangular, MIS and all light sampling.
|
||||
* alternatively get decoupled ray marching working on the GPU */
|
||||
kernel_path_volume_connect_light(kg, rng, &sd, &emission_sd, tp, &state, L);
|
||||
kernel_path_volume_connect_light(kg, &sd, &emission_sd, tp, &state, L);
|
||||
|
||||
if(kernel_path_volume_bounce(kg,
|
||||
rng,
|
||||
&sd,
|
||||
&tp,
|
||||
&ps,
|
||||
@@ -451,7 +445,6 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
kernel_path_indirect(kg,
|
||||
&indirect_sd,
|
||||
&emission_sd,
|
||||
rng,
|
||||
&pray,
|
||||
tp,
|
||||
num_samples,
|
||||
@@ -495,7 +488,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
|
||||
/* setup shading */
|
||||
shader_setup_from_ray(kg, &sd, &isect, &ray);
|
||||
shader_eval_surface(kg, &sd, rng, &state, 0.0f, state.flag, SHADER_CONTEXT_MAIN);
|
||||
shader_eval_surface(kg, &sd, &state, 0.0f, state.flag, SHADER_CONTEXT_MAIN);
|
||||
shader_merge_closures(&sd);
|
||||
|
||||
#ifdef __SHADOW_TRICKS__
|
||||
@@ -558,7 +551,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
break;
|
||||
}
|
||||
else if(probability != 1.0f) {
|
||||
float terminate = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_TERMINATE);
|
||||
float terminate = path_state_rng_1D_for_decision(kg, &state, PRNG_TERMINATE);
|
||||
|
||||
if(terminate >= probability)
|
||||
break;
|
||||
@@ -572,7 +565,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
#ifdef __AO__
|
||||
/* ambient occlusion */
|
||||
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
|
||||
kernel_branched_path_ao(kg, &sd, &emission_sd, L, &state, rng, throughput);
|
||||
kernel_branched_path_ao(kg, &sd, &emission_sd, L, &state, throughput);
|
||||
}
|
||||
#endif /* __AO__ */
|
||||
|
||||
@@ -580,7 +573,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
/* bssrdf scatter to a different location on the same object */
|
||||
if(sd.flag & SD_BSSRDF) {
|
||||
kernel_branched_path_subsurface_scatter(kg, &sd, &indirect_sd, &emission_sd,
|
||||
L, &state, rng, &ray, throughput);
|
||||
L, &state, &ray, throughput);
|
||||
}
|
||||
#endif /* __SUBSURFACE__ */
|
||||
|
||||
@@ -592,13 +585,13 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
|
||||
if(kernel_data.integrator.use_direct_light) {
|
||||
int all = (kernel_data.integrator.sample_all_lights_direct) ||
|
||||
(state.flag & PATH_RAY_SHADOW_CATCHER);
|
||||
kernel_branched_path_surface_connect_light(kg, rng,
|
||||
kernel_branched_path_surface_connect_light(kg,
|
||||
&sd, &emission_sd, &hit_state, throughput, 1.0f, L, all);
|
||||
}
|
||||
#endif /* __EMISSION__ */
|
||||
|
||||
/* indirect light */
|
||||
kernel_branched_path_surface_indirect_light(kg, rng,
|
||||
kernel_branched_path_surface_indirect_light(kg,
|
||||
&sd, &indirect_sd, &emission_sd, throughput, 1.0f, &hit_state, L);
|
||||
|
||||
/* continue in case of transparency */
|
||||
@@ -645,17 +638,17 @@ ccl_device void kernel_branched_path_trace(KernelGlobals *kg,
|
||||
buffer += index*pass_stride;
|
||||
|
||||
/* initialize random numbers and ray */
|
||||
RNG rng;
|
||||
uint rng_hash;
|
||||
Ray ray;
|
||||
|
||||
kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng, &ray);
|
||||
kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng_hash, &ray);
|
||||
|
||||
/* integrate */
|
||||
PathRadiance L;
|
||||
bool is_shadow_catcher;
|
||||
|
||||
if(ray.t != 0.0f) {
|
||||
kernel_branched_path_integrate(kg, &rng, sample, ray, buffer, &L, &is_shadow_catcher);
|
||||
kernel_branched_path_integrate(kg, rng_hash, sample, ray, buffer, &L, &is_shadow_catcher);
|
||||
kernel_write_result(kg, buffer, sample, &L, is_shadow_catcher);
|
||||
}
|
||||
else {
|
||||
|
@@ -22,7 +22,7 @@ ccl_device_inline void kernel_path_trace_setup(KernelGlobals *kg,
|
||||
ccl_global uint *rng_state,
|
||||
int sample,
|
||||
int x, int y,
|
||||
RNG *rng,
|
||||
uint *rng_hash,
|
||||
ccl_addr_space Ray *ray)
|
||||
{
|
||||
float filter_u;
|
||||
@@ -34,20 +34,20 @@ ccl_device_inline void kernel_path_trace_setup(KernelGlobals *kg,
|
||||
*rng_state = hash_int_2d(x, y);
|
||||
}
|
||||
|
||||
path_rng_init(kg, rng_state, sample, num_samples, rng, x, y, &filter_u, &filter_v);
|
||||
path_rng_init(kg, rng_state, sample, num_samples, rng_hash, x, y, &filter_u, &filter_v);
|
||||
|
||||
/* sample camera ray */
|
||||
|
||||
float lens_u = 0.0f, lens_v = 0.0f;
|
||||
|
||||
if(kernel_data.cam.aperturesize > 0.0f)
|
||||
path_rng_2D(kg, rng, sample, num_samples, PRNG_LENS_U, &lens_u, &lens_v);
|
||||
path_rng_2D(kg, *rng_hash, sample, num_samples, PRNG_LENS_U, &lens_u, &lens_v);
|
||||
|
||||
float time = 0.0f;
|
||||
|
||||
#ifdef __CAMERA_MOTION__
|
||||
if(kernel_data.cam.shuttertime != -1.0f)
|
||||
time = path_rng_1D(kg, rng, sample, num_samples, PRNG_TIME);
|
||||
time = path_rng_1D(kg, *rng_hash, sample, num_samples, PRNG_TIME);
|
||||
#endif
|
||||
|
||||
camera_sample(kg, x, y, filter_u, filter_v, lens_u, lens_v, time, ray);
|
||||
|
@@ -19,12 +19,13 @@ CCL_NAMESPACE_BEGIN
|
||||
ccl_device_inline void path_state_init(KernelGlobals *kg,
|
||||
ShaderData *stack_sd,
|
||||
ccl_addr_space PathState *state,
|
||||
RNG *rng,
|
||||
uint rng_hash,
|
||||
int sample,
|
||||
ccl_addr_space Ray *ray)
|
||||
{
|
||||
state->flag = PATH_RAY_CAMERA|PATH_RAY_MIS_SKIP;
|
||||
|
||||
state->rng_hash = rng_hash;
|
||||
state->rng_offset = PRNG_BASE_NUM;
|
||||
state->sample = sample;
|
||||
state->num_samples = kernel_data.integrator.aa_samples;
|
||||
@@ -58,7 +59,7 @@ ccl_device_inline void path_state_init(KernelGlobals *kg,
|
||||
/* Initialize volume stack with volume we are inside of. */
|
||||
kernel_volume_stack_init(kg, stack_sd, state, ray, state->volume_stack);
|
||||
/* Seed RNG for cases where we can't use stratified samples .*/
|
||||
state->rng_congruential = lcg_init(*rng + sample*0x51633e2d);
|
||||
state->rng_congruential = lcg_init(rng_hash + sample*0x51633e2d);
|
||||
}
|
||||
else {
|
||||
state->volume_stack[0].shader = SHADER_NONE;
|
||||
|
@@ -28,7 +28,6 @@ bool kernel_path_subsurface_scatter(
|
||||
ShaderData *emission_sd,
|
||||
PathRadiance *L,
|
||||
ccl_addr_space PathState *state,
|
||||
RNG *rng,
|
||||
ccl_addr_space Ray *ray,
|
||||
ccl_addr_space float3 *throughput,
|
||||
ccl_addr_space SubsurfaceIndirectRays *ss_indirect)
|
||||
@@ -47,11 +46,11 @@ bool kernel_path_subsurface_scatter(
|
||||
*/
|
||||
kernel_assert(!ss_indirect->tracing);
|
||||
|
||||
uint lcg_state = lcg_state_init(rng, state->rng_offset, state->sample, 0x68bc21eb);
|
||||
uint lcg_state = lcg_state_init(state, 0x68bc21eb);
|
||||
|
||||
SubsurfaceIntersection ss_isect;
|
||||
float bssrdf_u, bssrdf_v;
|
||||
path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
|
||||
path_state_rng_2D(kg, state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
|
||||
int num_hits = subsurface_scatter_multi_intersect(kg,
|
||||
&ss_isect,
|
||||
sd,
|
||||
@@ -94,10 +93,9 @@ bool kernel_path_subsurface_scatter(
|
||||
hit_L->direct_throughput = L->direct_throughput;
|
||||
path_radiance_copy_indirect(hit_L, L);
|
||||
|
||||
kernel_path_surface_connect_light(kg, rng, sd, emission_sd, *hit_tp, state, hit_L);
|
||||
kernel_path_surface_connect_light(kg, sd, emission_sd, *hit_tp, state, hit_L);
|
||||
|
||||
if(kernel_path_surface_bounce(kg,
|
||||
rng,
|
||||
sd,
|
||||
hit_tp,
|
||||
hit_state,
|
||||
|
@@ -20,7 +20,6 @@ CCL_NAMESPACE_BEGIN
|
||||
/* branched path tracing: connect path directly to position on one or more lights and add it to L */
|
||||
ccl_device_noinline void kernel_branched_path_surface_connect_light(
|
||||
KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
ShaderData *sd,
|
||||
ShaderData *emission_sd,
|
||||
ccl_addr_space PathState *state,
|
||||
@@ -50,12 +49,12 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(
|
||||
|
||||
int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
|
||||
float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
|
||||
RNG lamp_rng = cmj_hash(*rng, i);
|
||||
uint lamp_rng_hash = cmj_hash(state->rng_hash, i);
|
||||
|
||||
for(int j = 0; j < num_samples; j++) {
|
||||
float light_u, light_v;
|
||||
path_branched_rng_2D(kg, &lamp_rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
float terminate = path_branched_rng_light_termination(kg, &lamp_rng, state, j, num_samples);
|
||||
path_branched_rng_2D(kg, lamp_rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
float terminate = path_branched_rng_light_termination(kg, lamp_rng_hash, state, j, num_samples);
|
||||
|
||||
LightSample ls;
|
||||
if(lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls)) {
|
||||
@@ -86,10 +85,10 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(
|
||||
float num_samples_inv = num_samples_adjust/num_samples;
|
||||
|
||||
for(int j = 0; j < num_samples; j++) {
|
||||
float light_t = path_branched_rng_1D(kg, rng, state, j, num_samples, PRNG_LIGHT);
|
||||
float light_t = path_branched_rng_1D(kg, state->rng_hash, state, j, num_samples, PRNG_LIGHT);
|
||||
float light_u, light_v;
|
||||
path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
float terminate = path_branched_rng_light_termination(kg, rng, state, j, num_samples);
|
||||
path_branched_rng_2D(kg, state->rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
float terminate = path_branched_rng_light_termination(kg, state->rng_hash, state, j, num_samples);
|
||||
|
||||
/* only sample triangle lights */
|
||||
if(kernel_data.integrator.num_all_lights)
|
||||
@@ -119,10 +118,10 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(
|
||||
}
|
||||
else {
|
||||
/* sample one light at random */
|
||||
float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
|
||||
float light_t = path_state_rng_1D(kg, state, PRNG_LIGHT);
|
||||
float light_u, light_v;
|
||||
path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
float terminate = path_state_rng_light_termination(kg, rng, state);
|
||||
path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
float terminate = path_state_rng_light_termination(kg, state);
|
||||
|
||||
LightSample ls;
|
||||
if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {
|
||||
@@ -147,7 +146,6 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(
|
||||
/* branched path tracing: bounce off or through surface to with new direction stored in ray */
|
||||
ccl_device bool kernel_branched_path_surface_bounce(
|
||||
KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
ShaderData *sd,
|
||||
const ShaderClosure *sc,
|
||||
int sample,
|
||||
@@ -164,7 +162,7 @@ ccl_device bool kernel_branched_path_surface_bounce(
|
||||
float3 bsdf_omega_in;
|
||||
differential3 bsdf_domega_in;
|
||||
float bsdf_u, bsdf_v;
|
||||
path_branched_rng_2D(kg, rng, state, sample, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
||||
path_branched_rng_2D(kg, state->rng_hash, state, sample, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
||||
int label;
|
||||
|
||||
label = shader_bsdf_sample_closure(kg, sd, sc, bsdf_u, bsdf_v, &bsdf_eval,
|
||||
@@ -217,7 +215,7 @@ ccl_device bool kernel_branched_path_surface_bounce(
|
||||
#endif
|
||||
|
||||
/* path tracing: connect path directly to position on a light and add it to L */
|
||||
ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG *rng,
|
||||
ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg,
|
||||
ShaderData *sd, ShaderData *emission_sd, float3 throughput, ccl_addr_space PathState *state,
|
||||
PathRadiance *L)
|
||||
{
|
||||
@@ -228,7 +226,6 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG
|
||||
#ifdef __SHADOW_TRICKS__
|
||||
if(state->flag & PATH_RAY_SHADOW_CATCHER) {
|
||||
kernel_branched_path_surface_connect_light(kg,
|
||||
rng,
|
||||
sd,
|
||||
emission_sd,
|
||||
state,
|
||||
@@ -241,9 +238,9 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG
|
||||
#endif
|
||||
|
||||
/* sample illumination from lights to find path contribution */
|
||||
float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
|
||||
float light_t = path_state_rng_1D(kg, state, PRNG_LIGHT);
|
||||
float light_u, light_v;
|
||||
path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
|
||||
Ray light_ray;
|
||||
BsdfEval L_light;
|
||||
@@ -255,7 +252,7 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG
|
||||
|
||||
LightSample ls;
|
||||
if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {
|
||||
float terminate = path_state_rng_light_termination(kg, rng, state);
|
||||
float terminate = path_state_rng_light_termination(kg, state);
|
||||
if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
|
||||
/* trace shadow ray */
|
||||
float3 shadow;
|
||||
@@ -274,7 +271,6 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG
|
||||
|
||||
/* path tracing: bounce off or through surface to with new direction stored in ray */
|
||||
ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
ShaderData *sd,
|
||||
ccl_addr_space float3 *throughput,
|
||||
ccl_addr_space PathState *state,
|
||||
@@ -289,7 +285,7 @@ ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg,
|
||||
float3 bsdf_omega_in;
|
||||
differential3 bsdf_domega_in;
|
||||
float bsdf_u, bsdf_v;
|
||||
path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
||||
path_state_rng_2D(kg, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
||||
int label;
|
||||
|
||||
label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval,
|
||||
|
@@ -20,7 +20,6 @@ CCL_NAMESPACE_BEGIN
|
||||
|
||||
ccl_device_inline void kernel_path_volume_connect_light(
|
||||
KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
ShaderData *sd,
|
||||
ShaderData *emission_sd,
|
||||
float3 throughput,
|
||||
@@ -32,9 +31,9 @@ ccl_device_inline void kernel_path_volume_connect_light(
|
||||
return;
|
||||
|
||||
/* sample illumination from lights to find path contribution */
|
||||
float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
|
||||
float light_t = path_state_rng_1D(kg, state, PRNG_LIGHT);
|
||||
float light_u, light_v;
|
||||
path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
|
||||
Ray light_ray;
|
||||
BsdfEval L_light;
|
||||
@@ -48,7 +47,7 @@ ccl_device_inline void kernel_path_volume_connect_light(
|
||||
|
||||
if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls))
|
||||
{
|
||||
float terminate = path_state_rng_light_termination(kg, rng, state);
|
||||
float terminate = path_state_rng_light_termination(kg, state);
|
||||
if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
|
||||
/* trace shadow ray */
|
||||
float3 shadow;
|
||||
@@ -69,7 +68,6 @@ ccl_device
|
||||
#endif
|
||||
bool kernel_path_volume_bounce(
|
||||
KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
ShaderData *sd,
|
||||
ccl_addr_space float3 *throughput,
|
||||
ccl_addr_space PathState *state,
|
||||
@@ -82,7 +80,7 @@ bool kernel_path_volume_bounce(
|
||||
float3 phase_omega_in;
|
||||
differential3 phase_domega_in;
|
||||
float phase_u, phase_v;
|
||||
path_state_rng_2D(kg, rng, state, PRNG_PHASE_U, &phase_u, &phase_v);
|
||||
path_state_rng_2D(kg, state, PRNG_PHASE_U, &phase_u, &phase_v);
|
||||
int label;
|
||||
|
||||
label = shader_volume_phase_sample(kg, sd, phase_u, phase_v, &phase_eval,
|
||||
@@ -120,7 +118,6 @@ bool kernel_path_volume_bounce(
|
||||
#ifndef __SPLIT_KERNEL__
|
||||
ccl_device void kernel_branched_path_volume_connect_light(
|
||||
KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
ShaderData *sd,
|
||||
ShaderData *emission_sd,
|
||||
float3 throughput,
|
||||
@@ -150,12 +147,12 @@ ccl_device void kernel_branched_path_volume_connect_light(
|
||||
|
||||
int num_samples = light_select_num_samples(kg, i);
|
||||
float num_samples_inv = 1.0f/(num_samples*kernel_data.integrator.num_all_lights);
|
||||
RNG lamp_rng = cmj_hash(*rng, i);
|
||||
uint lamp_rng_hash = cmj_hash(state->rng_hash, i);
|
||||
|
||||
for(int j = 0; j < num_samples; j++) {
|
||||
/* sample random position on given light */
|
||||
float light_u, light_v;
|
||||
path_branched_rng_2D(kg, &lamp_rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
path_branched_rng_2D(kg, lamp_rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
|
||||
LightSample ls;
|
||||
lamp_light_sample(kg, i, light_u, light_v, ray->P, &ls);
|
||||
@@ -163,8 +160,8 @@ ccl_device void kernel_branched_path_volume_connect_light(
|
||||
float3 tp = throughput;
|
||||
|
||||
/* sample position on volume segment */
|
||||
float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE);
|
||||
float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE);
|
||||
float rphase = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_PHASE);
|
||||
float rscatter = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_SCATTER_DISTANCE);
|
||||
|
||||
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
|
||||
state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
|
||||
@@ -177,7 +174,7 @@ ccl_device void kernel_branched_path_volume_connect_light(
|
||||
if(kernel_data.integrator.pdf_triangles != 0.0f)
|
||||
ls.pdf *= 2.0f;
|
||||
|
||||
float terminate = path_branched_rng_light_termination(kg, rng, state, j, num_samples);
|
||||
float terminate = path_branched_rng_light_termination(kg, state->rng_hash, state, j, num_samples);
|
||||
if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
|
||||
/* trace shadow ray */
|
||||
float3 shadow;
|
||||
@@ -198,9 +195,9 @@ ccl_device void kernel_branched_path_volume_connect_light(
|
||||
|
||||
for(int j = 0; j < num_samples; j++) {
|
||||
/* sample random position on random triangle */
|
||||
float light_t = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_LIGHT);
|
||||
float light_t = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_LIGHT);
|
||||
float light_u, light_v;
|
||||
path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
path_branched_rng_2D(kg, state->rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
|
||||
/* only sample triangle lights */
|
||||
if(kernel_data.integrator.num_all_lights)
|
||||
@@ -212,8 +209,8 @@ ccl_device void kernel_branched_path_volume_connect_light(
|
||||
float3 tp = throughput;
|
||||
|
||||
/* sample position on volume segment */
|
||||
float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE);
|
||||
float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE);
|
||||
float rphase = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_PHASE);
|
||||
float rscatter = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_SCATTER_DISTANCE);
|
||||
|
||||
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
|
||||
state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
|
||||
@@ -226,7 +223,7 @@ ccl_device void kernel_branched_path_volume_connect_light(
|
||||
if(kernel_data.integrator.num_all_lights)
|
||||
ls.pdf *= 2.0f;
|
||||
|
||||
float terminate = path_branched_rng_light_termination(kg, rng, state, j, num_samples);
|
||||
float terminate = path_branched_rng_light_termination(kg, state->rng_hash, state, j, num_samples);
|
||||
if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
|
||||
/* trace shadow ray */
|
||||
float3 shadow;
|
||||
@@ -242,9 +239,9 @@ ccl_device void kernel_branched_path_volume_connect_light(
|
||||
}
|
||||
else {
|
||||
/* sample random position on random light */
|
||||
float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
|
||||
float light_t = path_state_rng_1D(kg, state, PRNG_LIGHT);
|
||||
float light_u, light_v;
|
||||
path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
|
||||
LightSample ls;
|
||||
light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, state->bounce, &ls);
|
||||
@@ -252,8 +249,8 @@ ccl_device void kernel_branched_path_volume_connect_light(
|
||||
float3 tp = throughput;
|
||||
|
||||
/* sample position on volume segment */
|
||||
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, state, PRNG_PHASE);
|
||||
float rscatter = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE);
|
||||
|
||||
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
|
||||
state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
|
||||
@@ -264,7 +261,7 @@ ccl_device void kernel_branched_path_volume_connect_light(
|
||||
/* todo: split up light_sample so we don't have to call it again with new position */
|
||||
if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {
|
||||
/* sample random light */
|
||||
float terminate = path_state_rng_light_termination(kg, rng, state);
|
||||
float terminate = path_state_rng_light_termination(kg, state);
|
||||
if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
|
||||
/* trace shadow ray */
|
||||
float3 shadow;
|
||||
|
@@ -52,7 +52,7 @@ ccl_device uint sobol_dimension(KernelGlobals *kg, int index, int dimension)
|
||||
|
||||
|
||||
ccl_device_forceinline float path_rng_1D(KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
uint rng_hash,
|
||||
int sample, int num_samples,
|
||||
int dimension)
|
||||
{
|
||||
@@ -66,7 +66,7 @@ ccl_device_forceinline float path_rng_1D(KernelGlobals *kg,
|
||||
# endif
|
||||
{
|
||||
/* Correlated multi-jitter. */
|
||||
int p = *rng + dimension;
|
||||
int p = rng_hash + dimension;
|
||||
return cmj_sample_1D(sample, num_samples, p);
|
||||
}
|
||||
#endif
|
||||
@@ -82,7 +82,7 @@ ccl_device_forceinline float path_rng_1D(KernelGlobals *kg,
|
||||
/* Hash rng with dimension to solve correlation issues.
|
||||
* See T38710, T50116.
|
||||
*/
|
||||
RNG tmp_rng = cmj_hash_simple(dimension, *rng);
|
||||
uint tmp_rng = cmj_hash_simple(dimension, rng_hash);
|
||||
shift = tmp_rng * (1.0f/(float)0xFFFFFFFF);
|
||||
|
||||
return r + shift - floorf(r + shift);
|
||||
@@ -90,7 +90,7 @@ ccl_device_forceinline float path_rng_1D(KernelGlobals *kg,
|
||||
}
|
||||
|
||||
ccl_device_forceinline void path_rng_2D(KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
uint rng_hash,
|
||||
int sample, int num_samples,
|
||||
int dimension,
|
||||
float *fx, float *fy)
|
||||
@@ -107,7 +107,7 @@ ccl_device_forceinline void path_rng_2D(KernelGlobals *kg,
|
||||
# endif
|
||||
{
|
||||
/* Correlated multi-jitter. */
|
||||
int p = *rng + dimension;
|
||||
int p = rng_hash + dimension;
|
||||
cmj_sample_2D(sample, num_samples, p, fx, fy);
|
||||
return;
|
||||
}
|
||||
@@ -115,24 +115,24 @@ ccl_device_forceinline void path_rng_2D(KernelGlobals *kg,
|
||||
|
||||
#ifdef __SOBOL__
|
||||
/* Sobol. */
|
||||
*fx = path_rng_1D(kg, rng, sample, num_samples, dimension);
|
||||
*fy = path_rng_1D(kg, rng, sample, num_samples, dimension + 1);
|
||||
*fx = path_rng_1D(kg, rng_hash, sample, num_samples, dimension);
|
||||
*fy = path_rng_1D(kg, rng_hash, sample, num_samples, dimension + 1);
|
||||
#endif
|
||||
}
|
||||
|
||||
ccl_device_inline void path_rng_init(KernelGlobals *kg,
|
||||
ccl_global uint *rng_state,
|
||||
int sample, int num_samples,
|
||||
RNG *rng,
|
||||
uint *rng_hash,
|
||||
int x, int y,
|
||||
float *fx, float *fy)
|
||||
{
|
||||
/* load state */
|
||||
*rng = *rng_state;
|
||||
*rng ^= kernel_data.integrator.seed;
|
||||
*rng_hash = *rng_state;
|
||||
*rng_hash ^= kernel_data.integrator.seed;
|
||||
|
||||
#ifdef __DEBUG_CORRELATION__
|
||||
srand48(*rng + sample);
|
||||
srand48(*rng_hash + sample);
|
||||
#endif
|
||||
|
||||
if(sample == 0) {
|
||||
@@ -140,7 +140,7 @@ ccl_device_inline void path_rng_init(KernelGlobals *kg,
|
||||
*fy = 0.5f;
|
||||
}
|
||||
else {
|
||||
path_rng_2D(kg, rng, sample, num_samples, PRNG_FILTER_U, fx, fy);
|
||||
path_rng_2D(kg, *rng_hash, sample, num_samples, PRNG_FILTER_U, fx, fy);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -177,19 +177,17 @@ ccl_device uint lcg_init(uint seed)
|
||||
*/
|
||||
|
||||
ccl_device_inline float path_state_rng_1D(KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
const ccl_addr_space PathState *state,
|
||||
int dimension)
|
||||
{
|
||||
return path_rng_1D(kg,
|
||||
rng,
|
||||
state->rng_hash,
|
||||
state->sample, state->num_samples,
|
||||
state->rng_offset + dimension);
|
||||
}
|
||||
|
||||
ccl_device_inline float path_state_rng_1D_for_decision(
|
||||
KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
const ccl_addr_space PathState *state,
|
||||
int dimension)
|
||||
{
|
||||
@@ -202,19 +200,18 @@ ccl_device_inline float path_state_rng_1D_for_decision(
|
||||
* the same decision. */
|
||||
const int rng_offset = state->rng_offset + state->transparent_bounce * PRNG_BOUNCE_NUM;
|
||||
return path_rng_1D(kg,
|
||||
rng,
|
||||
state->rng_hash,
|
||||
state->sample, state->num_samples,
|
||||
rng_offset + dimension);
|
||||
}
|
||||
|
||||
ccl_device_inline void path_state_rng_2D(KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
const ccl_addr_space PathState *state,
|
||||
int dimension,
|
||||
float *fx, float *fy)
|
||||
{
|
||||
path_rng_2D(kg,
|
||||
rng,
|
||||
state->rng_hash,
|
||||
state->sample, state->num_samples,
|
||||
state->rng_offset + dimension,
|
||||
fx, fy);
|
||||
@@ -222,14 +219,14 @@ ccl_device_inline void path_state_rng_2D(KernelGlobals *kg,
|
||||
|
||||
ccl_device_inline float path_branched_rng_1D(
|
||||
KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
uint rng_hash,
|
||||
const ccl_addr_space PathState *state,
|
||||
int branch,
|
||||
int num_branches,
|
||||
int dimension)
|
||||
{
|
||||
return path_rng_1D(kg,
|
||||
rng,
|
||||
rng_hash,
|
||||
state->sample * num_branches + branch,
|
||||
state->num_samples * num_branches,
|
||||
state->rng_offset + dimension);
|
||||
@@ -237,7 +234,7 @@ ccl_device_inline float path_branched_rng_1D(
|
||||
|
||||
ccl_device_inline float path_branched_rng_1D_for_decision(
|
||||
KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
uint rng_hash,
|
||||
const ccl_addr_space PathState *state,
|
||||
int branch,
|
||||
int num_branches,
|
||||
@@ -245,7 +242,7 @@ ccl_device_inline float path_branched_rng_1D_for_decision(
|
||||
{
|
||||
const int rng_offset = state->rng_offset + state->transparent_bounce * PRNG_BOUNCE_NUM;
|
||||
return path_rng_1D(kg,
|
||||
rng,
|
||||
rng_hash,
|
||||
state->sample * num_branches + branch,
|
||||
state->num_samples * num_branches,
|
||||
rng_offset + dimension);
|
||||
@@ -253,7 +250,7 @@ ccl_device_inline float path_branched_rng_1D_for_decision(
|
||||
|
||||
ccl_device_inline void path_branched_rng_2D(
|
||||
KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
uint rng_hash,
|
||||
const ccl_addr_space PathState *state,
|
||||
int branch,
|
||||
int num_branches,
|
||||
@@ -261,7 +258,7 @@ ccl_device_inline void path_branched_rng_2D(
|
||||
float *fx, float *fy)
|
||||
{
|
||||
path_rng_2D(kg,
|
||||
rng,
|
||||
rng_hash,
|
||||
state->sample * num_branches + branch,
|
||||
state->num_samples * num_branches,
|
||||
state->rng_offset + dimension,
|
||||
@@ -273,25 +270,24 @@ ccl_device_inline void path_branched_rng_2D(
|
||||
*/
|
||||
ccl_device_inline float path_state_rng_light_termination(
|
||||
KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
const ccl_addr_space PathState *state)
|
||||
{
|
||||
if(kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
|
||||
return path_state_rng_1D_for_decision(kg, rng, state, PRNG_LIGHT_TERMINATE);
|
||||
return path_state_rng_1D_for_decision(kg, state, PRNG_LIGHT_TERMINATE);
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
ccl_device_inline float path_branched_rng_light_termination(
|
||||
KernelGlobals *kg,
|
||||
RNG *rng,
|
||||
uint rng_hash,
|
||||
const ccl_addr_space PathState *state,
|
||||
int branch,
|
||||
int num_branches)
|
||||
{
|
||||
if(kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
|
||||
return path_branched_rng_1D_for_decision(kg,
|
||||
rng,
|
||||
rng_hash,
|
||||
state,
|
||||
branch,
|
||||
num_branches,
|
||||
@@ -311,12 +307,10 @@ ccl_device_inline void path_state_branch(ccl_addr_space PathState *state,
|
||||
state->num_samples = state->num_samples*num_branches;
|
||||
}
|
||||
|
||||
ccl_device_inline uint lcg_state_init(RNG *rng,
|
||||
int rng_offset,
|
||||
int sample,
|
||||
ccl_device_inline uint lcg_state_init(ccl_addr_space PathState *state,
|
||||
uint scramble)
|
||||
{
|
||||
return lcg_init(*rng + rng_offset + sample*scramble);
|
||||
return lcg_init(state->rng_hash + state->rng_offset + state->sample*scramble);
|
||||
}
|
||||
|
||||
ccl_device float lcg_step_float_addrspace(ccl_addr_space uint *rng)
|
||||
|
@@ -863,7 +863,7 @@ ccl_device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
|
||||
|
||||
/* Surface Evaluation */
|
||||
|
||||
ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd, RNG *rng,
|
||||
ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
|
||||
ccl_addr_space PathState *state, float randb, int path_flag, ShaderContext ctx)
|
||||
{
|
||||
sd->num_closure = 0;
|
||||
@@ -887,8 +887,8 @@ ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd, RNG *rng,
|
||||
#endif
|
||||
}
|
||||
|
||||
if(rng && (sd->flag & SD_BSDF_NEEDS_LCG)) {
|
||||
sd->lcg_state = lcg_state_init(rng, state->rng_offset, state->sample, 0xb4bc3953);
|
||||
if(sd->flag & SD_BSDF_NEEDS_LCG) {
|
||||
sd->lcg_state = lcg_state_init(state, 0xb4bc3953);
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -49,7 +49,6 @@ ccl_device_forceinline bool shadow_handle_transparent_isect(
|
||||
path_state_modify_bounce(state, true);
|
||||
shader_eval_surface(kg,
|
||||
shadow_sd,
|
||||
NULL,
|
||||
state,
|
||||
0.0f,
|
||||
PATH_RAY_SHADOW,
|
||||
|
@@ -219,7 +219,7 @@ ccl_device void subsurface_color_bump_blur(KernelGlobals *kg,
|
||||
|
||||
if(bump || texture_blur > 0.0f) {
|
||||
/* average color and normal at incoming point */
|
||||
shader_eval_surface(kg, sd, NULL, state, 0.0f, state_flag, SHADER_CONTEXT_SSS);
|
||||
shader_eval_surface(kg, sd, state, 0.0f, state_flag, SHADER_CONTEXT_SSS);
|
||||
float3 in_color = shader_bssrdf_sum(sd, (bump)? N: NULL, NULL);
|
||||
|
||||
/* we simply divide out the average color and multiply with the average
|
||||
@@ -243,7 +243,7 @@ ccl_device_inline int subsurface_scatter_multi_intersect(
|
||||
SubsurfaceIntersection *ss_isect,
|
||||
ShaderData *sd,
|
||||
ShaderClosure *sc,
|
||||
RNG *lcg_state,
|
||||
uint *lcg_state,
|
||||
float disk_u,
|
||||
float disk_v,
|
||||
bool all)
|
||||
|
@@ -242,10 +242,6 @@ CCL_NAMESPACE_BEGIN
|
||||
# undef __DENOISING_FEATURES__
|
||||
#endif
|
||||
|
||||
/* Random Numbers */
|
||||
|
||||
typedef uint RNG;
|
||||
|
||||
/* Shader Evaluation */
|
||||
|
||||
typedef enum ShaderEvalType {
|
||||
@@ -1023,6 +1019,7 @@ typedef struct PathState {
|
||||
int flag;
|
||||
|
||||
/* random number generator state */
|
||||
uint rng_hash; /* per pixel hash */
|
||||
int rng_offset; /* dimension offset */
|
||||
int sample; /* path sample number */
|
||||
int num_samples; /* total number of times this path will be sampled */
|
||||
@@ -1048,7 +1045,7 @@ typedef struct PathState {
|
||||
/* volume rendering */
|
||||
#ifdef __VOLUME__
|
||||
int volume_bounce;
|
||||
RNG rng_congruential;
|
||||
uint rng_congruential;
|
||||
VolumeStack volume_stack[VOLUME_STACK_SIZE];
|
||||
#endif
|
||||
} PathState;
|
||||
|
@@ -360,7 +360,6 @@ ccl_device VolumeIntegrateResult kernel_volume_integrate_homogeneous(
|
||||
ShaderData *sd,
|
||||
PathRadiance *L,
|
||||
ccl_addr_space float3 *throughput,
|
||||
RNG *rng,
|
||||
bool probalistic_scatter)
|
||||
{
|
||||
VolumeShaderCoefficients coeff;
|
||||
@@ -380,13 +379,13 @@ ccl_device VolumeIntegrateResult kernel_volume_integrate_homogeneous(
|
||||
|
||||
/* pick random color channel, we use the Veach one-sample
|
||||
* model with balance heuristic for the channels */
|
||||
float rphase = path_state_rng_1D_for_decision(kg, rng, state, PRNG_PHASE);
|
||||
float rphase = path_state_rng_1D_for_decision(kg, state, PRNG_PHASE);
|
||||
int channel = (int)(rphase*3.0f);
|
||||
sd->randb_closure = rphase*3.0f - channel;
|
||||
|
||||
/* decide if we will hit or miss */
|
||||
bool scatter = true;
|
||||
float xi = path_state_rng_1D_for_decision(kg, rng, state, PRNG_SCATTER_DISTANCE);
|
||||
float xi = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE);
|
||||
|
||||
if(probalistic_scatter) {
|
||||
float sample_sigma_t = kernel_volume_channel_get(sigma_t, channel);
|
||||
@@ -468,8 +467,7 @@ ccl_device VolumeIntegrateResult kernel_volume_integrate_heterogeneous_distance(
|
||||
Ray *ray,
|
||||
ShaderData *sd,
|
||||
PathRadiance *L,
|
||||
ccl_addr_space float3 *throughput,
|
||||
RNG *rng)
|
||||
ccl_addr_space float3 *throughput)
|
||||
{
|
||||
float3 tp = *throughput;
|
||||
const float tp_eps = 1e-6f; /* todo: this is likely not the right value */
|
||||
@@ -485,8 +483,8 @@ ccl_device VolumeIntegrateResult kernel_volume_integrate_heterogeneous_distance(
|
||||
|
||||
/* pick random color channel, we use the Veach one-sample
|
||||
* model with balance heuristic for the channels */
|
||||
float xi = 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 xi = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE);
|
||||
float rphase = path_state_rng_1D_for_decision(kg, state, PRNG_PHASE);
|
||||
int channel = (int)(rphase*3.0f);
|
||||
sd->randb_closure = rphase*3.0f - channel;
|
||||
bool has_scatter = false;
|
||||
@@ -610,15 +608,14 @@ ccl_device_noinline VolumeIntegrateResult kernel_volume_integrate(
|
||||
Ray *ray,
|
||||
PathRadiance *L,
|
||||
ccl_addr_space float3 *throughput,
|
||||
RNG *rng,
|
||||
bool heterogeneous)
|
||||
{
|
||||
shader_setup_from_volume(kg, sd, ray);
|
||||
|
||||
if(heterogeneous)
|
||||
return kernel_volume_integrate_heterogeneous_distance(kg, state, ray, sd, L, throughput, rng);
|
||||
return kernel_volume_integrate_heterogeneous_distance(kg, state, ray, sd, L, throughput);
|
||||
else
|
||||
return kernel_volume_integrate_homogeneous(kg, state, ray, sd, L, throughput, rng, true);
|
||||
return kernel_volume_integrate_homogeneous(kg, state, ray, sd, L, throughput, true);
|
||||
}
|
||||
|
||||
#ifndef __SPLIT_KERNEL__
|
||||
|
@@ -110,7 +110,6 @@ ccl_device_noinline bool kernel_split_branched_path_surface_indirect_light_iter(
|
||||
SplitBranchedState *branched_state = &kernel_split_state.branched_state[ray_index];
|
||||
|
||||
ShaderData *sd = saved_sd;
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
|
||||
float3 throughput = branched_state->throughput;
|
||||
ccl_global PathState *ps = &kernel_split_state.path_state[ray_index];
|
||||
@@ -157,20 +156,20 @@ ccl_device_noinline bool kernel_split_branched_path_surface_indirect_light_iter(
|
||||
num_samples = ceil_to_int(num_samples_adjust*num_samples);
|
||||
|
||||
float num_samples_inv = num_samples_adjust/num_samples;
|
||||
RNG bsdf_rng = cmj_hash(rng, i);
|
||||
|
||||
for(int j = branched_state->next_sample; j < num_samples; j++) {
|
||||
if(reset_path_state) {
|
||||
*ps = branched_state->path_state;
|
||||
}
|
||||
|
||||
ps->rng_hash = cmj_hash(branched_state->path_state.rng_hash, i);
|
||||
|
||||
ccl_global float3 *tp = &kernel_split_state.throughput[ray_index];
|
||||
*tp = throughput;
|
||||
|
||||
ccl_global Ray *bsdf_ray = &kernel_split_state.ray[ray_index];
|
||||
|
||||
if(!kernel_branched_path_surface_bounce(kg,
|
||||
&bsdf_rng,
|
||||
sd,
|
||||
sc,
|
||||
j,
|
||||
@@ -184,6 +183,8 @@ ccl_device_noinline bool kernel_split_branched_path_surface_indirect_light_iter(
|
||||
continue;
|
||||
}
|
||||
|
||||
ps->rng_hash = branched_state->path_state.rng_hash;
|
||||
|
||||
/* update state for next iteration */
|
||||
branched_state->next_closure = i;
|
||||
branched_state->next_sample = j+1;
|
||||
|
@@ -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];
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
ccl_global float *buffer = kernel_split_params.buffer;
|
||||
|
||||
unsigned int work_index;
|
||||
@@ -135,7 +134,8 @@ ccl_device void kernel_buffer_update(KernelGlobals *kg,
|
||||
buffer += (kernel_split_params.offset + pixel_x + pixel_y*stride) * kernel_data.film.pass_stride;
|
||||
|
||||
/* Initialize random numbers and ray. */
|
||||
kernel_path_trace_setup(kg, rng_state, sample, pixel_x, pixel_y, &rng, ray);
|
||||
uint rng_hash;
|
||||
kernel_path_trace_setup(kg, rng_state, sample, pixel_x, pixel_y, &rng_hash, ray);
|
||||
|
||||
if(ray->t != 0.0f) {
|
||||
/* Initialize throughput, path radiance, Ray, PathState;
|
||||
@@ -143,7 +143,7 @@ ccl_device void kernel_buffer_update(KernelGlobals *kg,
|
||||
*/
|
||||
*throughput = make_float3(1.0f, 1.0f, 1.0f);
|
||||
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);
|
||||
path_state_init(kg, &kernel_split_state.sd_DL_shadow[ray_index], state, rng_hash, sample, ray);
|
||||
#ifdef __SUBSURFACE__
|
||||
kernel_path_subsurface_init_indirect(&kernel_split_state.ss_rays[ray_index]);
|
||||
#endif
|
||||
@@ -160,7 +160,6 @@ ccl_device void kernel_buffer_update(KernelGlobals *kg,
|
||||
}
|
||||
}
|
||||
}
|
||||
kernel_split_state.rng[ray_index] = rng;
|
||||
|
||||
#ifndef __COMPUTE_DEVICE_GPU__
|
||||
}
|
||||
|
@@ -62,8 +62,6 @@ ccl_device void kernel_direct_lighting(KernelGlobals *kg,
|
||||
|
||||
/* direct lighting */
|
||||
#ifdef __EMISSION__
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
|
||||
bool flag = (kernel_data.integrator.use_direct_light &&
|
||||
(sd->flag & SD_BSDF_HAS_EVAL));
|
||||
|
||||
@@ -83,10 +81,10 @@ ccl_device void kernel_direct_lighting(KernelGlobals *kg,
|
||||
|
||||
if(flag) {
|
||||
/* Sample illumination from lights to find path contribution. */
|
||||
float light_t = path_state_rng_1D(kg, &rng, state, PRNG_LIGHT);
|
||||
float light_t = path_state_rng_1D(kg, state, PRNG_LIGHT);
|
||||
float light_u, light_v;
|
||||
path_state_rng_2D(kg, &rng, state, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
float terminate = path_state_rng_light_termination(kg, &rng, state);
|
||||
path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
float terminate = path_state_rng_light_termination(kg, state);
|
||||
|
||||
LightSample ls;
|
||||
if(light_sample(kg,
|
||||
@@ -115,7 +113,6 @@ ccl_device void kernel_direct_lighting(KernelGlobals *kg,
|
||||
}
|
||||
}
|
||||
}
|
||||
kernel_split_state.rng[ray_index] = rng;
|
||||
#endif /* __EMISSION__ */
|
||||
}
|
||||
|
||||
|
@@ -30,7 +30,6 @@ ccl_device_noinline bool kernel_split_branched_path_volume_indirect_light_iter(K
|
||||
SplitBranchedState *branched_state = &kernel_split_state.branched_state[ray_index];
|
||||
|
||||
ShaderData *sd = &kernel_split_state.sd[ray_index];
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
|
||||
ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
|
||||
|
||||
@@ -58,15 +57,15 @@ ccl_device_noinline bool kernel_split_branched_path_volume_indirect_light_iter(K
|
||||
|
||||
/* integrate along volume segment with distance sampling */
|
||||
VolumeIntegrateResult result = kernel_volume_integrate(
|
||||
kg, ps, sd, &volume_ray, L, tp, &rng, heterogeneous);
|
||||
kg, ps, sd, &volume_ray, L, tp, heterogeneous);
|
||||
|
||||
# ifdef __VOLUME_SCATTER__
|
||||
if(result == VOLUME_PATH_SCATTERED) {
|
||||
/* direct lighting */
|
||||
kernel_path_volume_connect_light(kg, &rng, sd, emission_sd, *tp, &branched_state->path_state, L);
|
||||
kernel_path_volume_connect_light(kg, sd, emission_sd, *tp, &branched_state->path_state, L);
|
||||
|
||||
/* indirect light bounce */
|
||||
if(!kernel_path_volume_bounce(kg, &rng, sd, tp, ps, L, pray)) {
|
||||
if(!kernel_path_volume_bounce(kg, sd, tp, ps, L, pray)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -141,7 +140,6 @@ ccl_device void kernel_do_volume(KernelGlobals *kg)
|
||||
IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
|
||||
ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
|
||||
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
ccl_global Intersection *isect = &kernel_split_state.isect[ray_index];
|
||||
ShaderData *sd = &kernel_split_state.sd[ray_index];
|
||||
ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
|
||||
@@ -165,15 +163,15 @@ ccl_device void kernel_do_volume(KernelGlobals *kg)
|
||||
{
|
||||
/* integrate along volume segment with distance sampling */
|
||||
VolumeIntegrateResult result = kernel_volume_integrate(
|
||||
kg, state, sd, &volume_ray, L, throughput, &rng, heterogeneous);
|
||||
kg, state, sd, &volume_ray, L, throughput, heterogeneous);
|
||||
|
||||
# ifdef __VOLUME_SCATTER__
|
||||
if(result == VOLUME_PATH_SCATTERED) {
|
||||
/* direct lighting */
|
||||
kernel_path_volume_connect_light(kg, &rng, sd, emission_sd, *throughput, state, L);
|
||||
kernel_path_volume_connect_light(kg, sd, emission_sd, *throughput, state, L);
|
||||
|
||||
/* indirect light bounce */
|
||||
if(kernel_path_volume_bounce(kg, &rng, sd, throughput, state, L, ray)) {
|
||||
if(kernel_path_volume_bounce(kg, sd, throughput, state, L, ray)) {
|
||||
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
|
||||
}
|
||||
else {
|
||||
@@ -194,8 +192,6 @@ ccl_device void kernel_do_volume(KernelGlobals *kg)
|
||||
}
|
||||
# endif /* __BRANCHED_PATH__ */
|
||||
}
|
||||
|
||||
kernel_split_state.rng[ray_index] = rng;
|
||||
}
|
||||
|
||||
# ifdef __BRANCHED_PATH__
|
||||
|
@@ -100,7 +100,6 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
|
||||
unsigned int tile_y;
|
||||
unsigned int sample;
|
||||
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
ccl_global PathState *state = 0x0;
|
||||
float3 throughput;
|
||||
|
||||
@@ -247,7 +246,7 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
|
||||
|
||||
if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
|
||||
if(probability != 1.0f) {
|
||||
float terminate = path_state_rng_1D_for_decision(kg, &rng, state, PRNG_TERMINATE);
|
||||
float terminate = path_state_rng_1D_for_decision(kg, state, PRNG_TERMINATE);
|
||||
if(terminate >= probability) {
|
||||
kernel_split_path_end(kg, ray_index);
|
||||
}
|
||||
@@ -269,8 +268,6 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
|
||||
}
|
||||
#endif /* __AO__ */
|
||||
|
||||
kernel_split_state.rng[ray_index] = rng;
|
||||
|
||||
#ifndef __COMPUTE_DEVICE_GPU__
|
||||
}
|
||||
#endif
|
||||
|
@@ -126,7 +126,6 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
|
||||
if(active) {
|
||||
ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
|
||||
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
ShaderData *sd = &kernel_split_state.sd[ray_index];
|
||||
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
|
||||
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
|
||||
@@ -135,7 +134,7 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
|
||||
if(!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
|
||||
#endif
|
||||
/* Compute direct lighting and next bounce. */
|
||||
if(!kernel_path_surface_bounce(kg, &rng, sd, throughput, state, L, ray)) {
|
||||
if(!kernel_path_surface_bounce(kg, sd, throughput, state, L, ray)) {
|
||||
kernel_split_path_end(kg, ray_index);
|
||||
}
|
||||
#ifdef __BRANCHED_PATH__
|
||||
@@ -157,8 +156,6 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
|
||||
}
|
||||
}
|
||||
#endif /* __BRANCHED_PATH__ */
|
||||
|
||||
kernel_split_state.rng[ray_index] = rng;
|
||||
}
|
||||
|
||||
/* Enqueue RAY_UPDATE_BUFFER rays. */
|
||||
|
@@ -60,14 +60,14 @@ ccl_device void kernel_path_init(KernelGlobals *kg) {
|
||||
ccl_global float *buffer = kernel_split_params.buffer;
|
||||
buffer += (kernel_split_params.offset + pixel_x + pixel_y * kernel_split_params.stride) * kernel_data.film.pass_stride;
|
||||
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
uint rng_hash;
|
||||
|
||||
/* Initialize random numbers and ray. */
|
||||
kernel_path_trace_setup(kg,
|
||||
rng_state,
|
||||
my_sample,
|
||||
pixel_x, pixel_y,
|
||||
&rng,
|
||||
&rng_hash,
|
||||
&kernel_split_state.ray[ray_index]);
|
||||
|
||||
if(kernel_split_state.ray[ray_index].t != 0.0f) {
|
||||
@@ -79,7 +79,7 @@ ccl_device void kernel_path_init(KernelGlobals *kg) {
|
||||
path_state_init(kg,
|
||||
&kernel_split_state.sd_DL_shadow[ray_index],
|
||||
&kernel_split_state.path_state[ray_index],
|
||||
&rng,
|
||||
rng_hash,
|
||||
my_sample,
|
||||
&kernel_split_state.ray[ray_index]);
|
||||
#ifdef __SUBSURFACE__
|
||||
@@ -93,7 +93,6 @@ ccl_device void kernel_path_init(KernelGlobals *kg) {
|
||||
kernel_write_pass_float4(buffer, my_sample, L_rad);
|
||||
ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE);
|
||||
}
|
||||
kernel_split_state.rng[ray_index] = rng;
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
@@ -74,7 +74,6 @@ ccl_device void kernel_scene_intersect(KernelGlobals *kg)
|
||||
#ifdef __HAIR__
|
||||
float difl = 0.0f, extmax = 0.0f;
|
||||
uint lcg_state = 0;
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
|
||||
if(kernel_data.bvh.have_curves) {
|
||||
if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
|
||||
@@ -84,7 +83,7 @@ ccl_device void kernel_scene_intersect(KernelGlobals *kg)
|
||||
}
|
||||
|
||||
extmax = kernel_data.curve.maximum_width;
|
||||
lcg_state = lcg_state_init(&rng, state.rng_offset, state.sample, 0x51633e2d);
|
||||
lcg_state = lcg_state_init(&state, 0x51633e2d);
|
||||
}
|
||||
|
||||
bool hit = scene_intersect(kg, ray, visibility, &isect, &lcg_state, difl, extmax);
|
||||
|
@@ -48,18 +48,17 @@ ccl_device void kernel_shader_eval(KernelGlobals *kg)
|
||||
|
||||
ccl_global char *ray_state = kernel_split_state.ray_state;
|
||||
if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
|
||||
|
||||
#ifndef __BRANCHED_PATH__
|
||||
float rbsdf = path_state_rng_1D_for_decision(kg, &rng, state, PRNG_BSDF);
|
||||
shader_eval_surface(kg, &kernel_split_state.sd[ray_index], &rng, state, rbsdf, state->flag, SHADER_CONTEXT_MAIN);
|
||||
float rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF);
|
||||
shader_eval_surface(kg, &kernel_split_state.sd[ray_index], state, rbsdf, state->flag, SHADER_CONTEXT_MAIN);
|
||||
#else
|
||||
ShaderContext ctx = SHADER_CONTEXT_MAIN;
|
||||
float rbsdf = 0.0f;
|
||||
|
||||
if(!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
|
||||
rbsdf = path_state_rng_1D_for_decision(kg, &rng, state, PRNG_BSDF);
|
||||
rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF);
|
||||
|
||||
}
|
||||
|
||||
@@ -67,11 +66,9 @@ ccl_device void kernel_shader_eval(KernelGlobals *kg)
|
||||
ctx = SHADER_CONTEXT_INDIRECT;
|
||||
}
|
||||
|
||||
shader_eval_surface(kg, &kernel_split_state.sd[ray_index], &rng, state, rbsdf, state->flag, ctx);
|
||||
shader_eval_surface(kg, &kernel_split_state.sd[ray_index], state, rbsdf, state->flag, ctx);
|
||||
shader_merge_closures(&kernel_split_state.sd[ray_index]);
|
||||
#endif /* __BRANCHED_PATH__ */
|
||||
|
||||
kernel_split_state.rng[ray_index] = rng;
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -37,21 +37,18 @@ ccl_device void kernel_shadow_blocked_ao(KernelGlobals *kg)
|
||||
ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
|
||||
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
|
||||
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
float3 throughput = kernel_split_state.throughput[ray_index];
|
||||
|
||||
#ifdef __BRANCHED_PATH__
|
||||
if(!kernel_data.integrator.branched || IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
|
||||
#endif
|
||||
kernel_path_ao(kg, sd, emission_sd, L, state, &rng, throughput, shader_bsdf_alpha(kg, sd));
|
||||
kernel_path_ao(kg, sd, emission_sd, L, state, throughput, shader_bsdf_alpha(kg, sd));
|
||||
#ifdef __BRANCHED_PATH__
|
||||
}
|
||||
else {
|
||||
kernel_branched_path_ao(kg, sd, emission_sd, L, state, &rng, throughput);
|
||||
kernel_branched_path_ao(kg, sd, emission_sd, L, state, throughput);
|
||||
}
|
||||
#endif
|
||||
|
||||
kernel_split_state.rng[ray_index] = rng;
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
@@ -45,7 +45,6 @@ ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
|
||||
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
|
||||
ShaderData *sd = &kernel_split_state.sd[ray_index];
|
||||
float3 throughput = kernel_split_state.throughput[ray_index];
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
|
||||
BsdfEval L_light = kernel_split_state.bsdf_eval[ray_index];
|
||||
ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
|
||||
@@ -75,7 +74,6 @@ ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
|
||||
|
||||
if(use_branched) {
|
||||
kernel_branched_path_surface_connect_light(kg,
|
||||
&rng,
|
||||
sd,
|
||||
emission_sd,
|
||||
state,
|
||||
@@ -103,8 +101,6 @@ ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
|
||||
path_radiance_accum_total_light(L, state, throughput, &L_light);
|
||||
}
|
||||
}
|
||||
|
||||
kernel_split_state.rng[ray_index] = rng;
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
@@ -114,7 +114,6 @@ typedef ccl_global struct SplitBranchedState {
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||||
#endif /* __VOLUME__ */
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||||
|
||||
#define SPLIT_DATA_ENTRIES \
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SPLIT_DATA_ENTRY(ccl_global RNG, rng, 1) \
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SPLIT_DATA_ENTRY(ccl_global float3, throughput, 1) \
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SPLIT_DATA_ENTRY(PathRadiance, path_radiance, 1) \
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SPLIT_DATA_ENTRY(ccl_global Ray, ray, 1) \
|
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@@ -133,7 +132,6 @@ typedef ccl_global struct SplitBranchedState {
|
||||
|
||||
/* entries to be copied to inactive rays when sharing branched samples (TODO: which are actually needed?) */
|
||||
#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(PathRadiance, path_radiance, 1) \
|
||||
SPLIT_DATA_ENTRY(ccl_global Ray, ray, 1) \
|
||||
|
@@ -38,7 +38,6 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
|
||||
SplitBranchedState *branched_state = &kernel_split_state.branched_state[ray_index];
|
||||
|
||||
ShaderData *sd = &branched_state->sd;
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
|
||||
ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
|
||||
|
||||
@@ -52,14 +51,12 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
|
||||
if(branched_state->ss_next_sample == 0 && branched_state->next_hit == 0 &&
|
||||
branched_state->next_closure == 0 && branched_state->next_sample == 0)
|
||||
{
|
||||
branched_state->lcg_state = lcg_state_init(&rng,
|
||||
branched_state->path_state.rng_offset,
|
||||
branched_state->path_state.sample,
|
||||
branched_state->lcg_state = lcg_state_init(&branched_state->path_state,
|
||||
0x68bc21eb);
|
||||
}
|
||||
int num_samples = kernel_data.integrator.subsurface_samples;
|
||||
float num_samples_inv = 1.0f/num_samples;
|
||||
RNG bssrdf_rng = cmj_hash(rng, i);
|
||||
uint bssrdf_rng_hash = cmj_hash(branched_state->path_state.rng_hash, i);
|
||||
|
||||
/* do subsurface scatter step with copy of shader data, this will
|
||||
* replace the BSSRDF with a diffuse BSDF closure */
|
||||
@@ -67,7 +64,7 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
|
||||
ccl_global SubsurfaceIntersection *ss_isect = &branched_state->ss_isect;
|
||||
float bssrdf_u, bssrdf_v;
|
||||
path_branched_rng_2D(kg,
|
||||
&bssrdf_rng,
|
||||
bssrdf_rng_hash,
|
||||
&branched_state->path_state,
|
||||
j,
|
||||
num_samples,
|
||||
@@ -77,7 +74,7 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
|
||||
|
||||
/* intersection is expensive so avoid doing multiple times for the same input */
|
||||
if(branched_state->next_hit == 0 && branched_state->next_closure == 0 && branched_state->next_sample == 0) {
|
||||
RNG lcg_state = branched_state->lcg_state;
|
||||
uint lcg_state = branched_state->lcg_state;
|
||||
SubsurfaceIntersection ss_isect_private;
|
||||
|
||||
branched_state->num_hits = subsurface_scatter_multi_intersect(kg,
|
||||
@@ -152,7 +149,6 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
|
||||
int all = (kernel_data.integrator.sample_all_lights_direct) ||
|
||||
(branched_state->path_state.flag & PATH_RAY_SHADOW_CATCHER);
|
||||
kernel_branched_path_surface_connect_light(kg,
|
||||
&rng,
|
||||
bssrdf_sd,
|
||||
emission_sd,
|
||||
hit_state,
|
||||
@@ -229,7 +225,6 @@ ccl_device void kernel_subsurface_scatter(KernelGlobals *kg)
|
||||
if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
|
||||
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
|
||||
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
|
||||
RNG rng = kernel_split_state.rng[ray_index];
|
||||
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
|
||||
ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
|
||||
ccl_global SubsurfaceIndirectRays *ss_indirect = &kernel_split_state.ss_rays[ray_index];
|
||||
@@ -246,7 +241,6 @@ ccl_device void kernel_subsurface_scatter(KernelGlobals *kg)
|
||||
emission_sd,
|
||||
L,
|
||||
state,
|
||||
&rng,
|
||||
ray,
|
||||
throughput,
|
||||
ss_indirect))
|
||||
@@ -264,10 +258,9 @@ ccl_device void kernel_subsurface_scatter(KernelGlobals *kg)
|
||||
|
||||
/* do bssrdf scatter step if we picked a bssrdf closure */
|
||||
if(sc) {
|
||||
uint lcg_state = lcg_state_init(&rng, state->rng_offset, state->sample, 0x68bc21eb);
|
||||
uint lcg_state = lcg_state_init(state, 0x68bc21eb);
|
||||
float bssrdf_u, bssrdf_v;
|
||||
path_state_rng_2D(kg,
|
||||
&rng,
|
||||
state,
|
||||
PRNG_BSDF_U,
|
||||
&bssrdf_u, &bssrdf_v);
|
||||
@@ -290,7 +283,6 @@ ccl_device void kernel_subsurface_scatter(KernelGlobals *kg)
|
||||
}
|
||||
#endif
|
||||
}
|
||||
kernel_split_state.rng[ray_index] = rng;
|
||||
}
|
||||
|
||||
# ifdef __BRANCHED_PATH__
|
||||
|
Reference in New Issue
Block a user