Files
blender/intern/cycles/kernel/split/kernel_shader_eval.h
Brecht Van Lommel 095a01a73a Cycles: slightly improve BSDF sample stratification for path tracing.
Similar to what we did for area lights previously, this should help
preserve stratification when using multiple BSDFs in theory. Improvements
are not easily noticeable in practice though, because the number of BSDFs
is usually low. Still nice to eliminate one sampling dimension.
2017-09-20 19:38:08 +02:00

61 lines
1.9 KiB
C

/*
* Copyright 2011-2017 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* This kernel evaluates ShaderData structure from the values computed
* by the previous kernels.
*/
ccl_device void kernel_shader_eval(KernelGlobals *kg)
{
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
/* Sorting on cuda split is not implemented */
#ifdef __KERNEL_CUDA__
int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
#else
int queue_index = kernel_split_params.queue_index[QUEUE_SHADER_SORTED_RAYS];
#endif
if(ray_index >= queue_index) {
return;
}
ray_index = get_ray_index(kg, ray_index,
#ifdef __KERNEL_CUDA__
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
#else
QUEUE_SHADER_SORTED_RAYS,
#endif
kernel_split_state.queue_data,
kernel_split_params.queue_size,
0);
if(ray_index == QUEUE_EMPTY_SLOT) {
return;
}
ccl_global char *ray_state = kernel_split_state.ray_state;
if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
shader_eval_surface(kg, &kernel_split_state.sd[ray_index], state, state->flag);
#ifdef __BRANCHED_PATH__
shader_merge_closures(&kernel_split_state.sd[ray_index]);
#endif /* __BRANCHED_PATH__ */
}
}
CCL_NAMESPACE_END