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:
Brecht Van Lommel
2017-08-19 04:11:25 +02:00
parent 1cc4033df8
commit cfa8b762e2
28 changed files with 192 additions and 271 deletions

View File

@@ -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,