Files
blender/intern/cycles/kernel/kernel_path_state.h
Brecht Van Lommel 1df3b51988 Cycles: replace integrator state argument macros
* Rename struct KernelGlobals to struct KernelGlobalsCPU
* Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs
  that every device can define in its own way.
* Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and
  replace with these new typedefs.
* Add explicit state argument to INTEGRATOR_STATE and similar macros

In preparation for decoupling main and shadow paths.

Differential Revision: https://developer.blender.org/D12888
2021-10-18 19:02:10 +02:00

378 lines
14 KiB
C

/*
* Copyright 2011-2013 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.
*/
#pragma once
#include "kernel_random.h"
CCL_NAMESPACE_BEGIN
/* Initialize queues, so that the this path is considered terminated.
* Used for early outputs in the camera ray initialization, as well as initialization of split
* states for shadow catcher. */
ccl_device_inline void path_state_init_queues(IntegratorState state)
{
INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = 0;
INTEGRATOR_STATE_WRITE(state, shadow_path, queued_kernel) = 0;
}
/* Minimalistic initialization of the path state, which is needed for early outputs in the
* integrator initialization to work. */
ccl_device_inline void path_state_init(IntegratorState state,
ccl_global const KernelWorkTile *ccl_restrict tile,
const int x,
const int y)
{
const uint render_pixel_index = (uint)tile->offset + x + y * tile->stride;
INTEGRATOR_STATE_WRITE(state, path, render_pixel_index) = render_pixel_index;
path_state_init_queues(state);
}
/* Initialize the rest of the path state needed to continue the path integration. */
ccl_device_inline void path_state_init_integrator(KernelGlobals kg,
IntegratorState state,
const int sample,
const uint rng_hash)
{
INTEGRATOR_STATE_WRITE(state, path, sample) = sample;
INTEGRATOR_STATE_WRITE(state, path, bounce) = 0;
INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = 0;
INTEGRATOR_STATE_WRITE(state, path, glossy_bounce) = 0;
INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = 0;
INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = 0;
INTEGRATOR_STATE_WRITE(state, path, volume_bounce) = 0;
INTEGRATOR_STATE_WRITE(state, path, volume_bounds_bounce) = 0;
INTEGRATOR_STATE_WRITE(state, path, rng_hash) = rng_hash;
INTEGRATOR_STATE_WRITE(state, path, rng_offset) = PRNG_BASE_NUM;
INTEGRATOR_STATE_WRITE(state, path, flag) = PATH_RAY_CAMERA | PATH_RAY_MIS_SKIP |
PATH_RAY_TRANSPARENT_BACKGROUND;
INTEGRATOR_STATE_WRITE(state, path, mis_ray_pdf) = 0.0f;
INTEGRATOR_STATE_WRITE(state, path, mis_ray_t) = 0.0f;
INTEGRATOR_STATE_WRITE(state, path, min_ray_pdf) = FLT_MAX;
INTEGRATOR_STATE_WRITE(state, path, throughput) = make_float3(1.0f, 1.0f, 1.0f);
if (kernel_data.kernel_features & KERNEL_FEATURE_VOLUME) {
INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 0, object) = OBJECT_NONE;
INTEGRATOR_STATE_ARRAY_WRITE(
state, volume_stack, 0, shader) = kernel_data.background.volume_shader;
INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 1, object) = OBJECT_NONE;
INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 1, shader) = SHADER_NONE;
}
#ifdef __DENOISING_FEATURES__
if (kernel_data.kernel_features & KERNEL_FEATURE_DENOISING) {
INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_DENOISING_FEATURES;
INTEGRATOR_STATE_WRITE(state, path, denoising_feature_throughput) = one_float3();
}
#endif
}
ccl_device_inline void path_state_next(KernelGlobals kg, IntegratorState state, int label)
{
uint32_t flag = INTEGRATOR_STATE(state, path, flag);
/* ray through transparent keeps same flags from previous ray and is
* not counted as a regular bounce, transparent has separate max */
if (label & LABEL_TRANSPARENT) {
uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce) + 1;
flag |= PATH_RAY_TRANSPARENT;
if (transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
flag |= PATH_RAY_TERMINATE_ON_NEXT_SURFACE;
}
if (!kernel_data.integrator.transparent_shadows)
flag |= PATH_RAY_MIS_SKIP;
INTEGRATOR_STATE_WRITE(state, path, flag) = flag;
INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = transparent_bounce;
/* Random number generator next bounce. */
INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
return;
}
uint32_t bounce = INTEGRATOR_STATE(state, path, bounce) + 1;
if (bounce >= kernel_data.integrator.max_bounce) {
flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
}
flag &= ~(PATH_RAY_ALL_VISIBILITY | PATH_RAY_MIS_SKIP);
#ifdef __VOLUME__
if (label & LABEL_VOLUME_SCATTER) {
/* volume scatter */
flag |= PATH_RAY_VOLUME_SCATTER;
flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
if (bounce == 1) {
flag |= PATH_RAY_VOLUME_PASS;
}
const int volume_bounce = INTEGRATOR_STATE(state, path, volume_bounce) + 1;
INTEGRATOR_STATE_WRITE(state, path, volume_bounce) = volume_bounce;
if (volume_bounce >= kernel_data.integrator.max_volume_bounce) {
flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
}
}
else
#endif
{
/* surface reflection/transmission */
if (label & LABEL_REFLECT) {
flag |= PATH_RAY_REFLECT;
flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
if (label & LABEL_DIFFUSE) {
const int diffuse_bounce = INTEGRATOR_STATE(state, path, diffuse_bounce) + 1;
INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = diffuse_bounce;
if (diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) {
flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
}
}
else {
const int glossy_bounce = INTEGRATOR_STATE(state, path, glossy_bounce) + 1;
INTEGRATOR_STATE_WRITE(state, path, glossy_bounce) = glossy_bounce;
if (glossy_bounce >= kernel_data.integrator.max_glossy_bounce) {
flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
}
}
}
else {
kernel_assert(label & LABEL_TRANSMIT);
flag |= PATH_RAY_TRANSMIT;
if (!(label & LABEL_TRANSMIT_TRANSPARENT)) {
flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
}
const int transmission_bounce = INTEGRATOR_STATE(state, path, transmission_bounce) + 1;
INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = transmission_bounce;
if (transmission_bounce >= kernel_data.integrator.max_transmission_bounce) {
flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
}
}
/* diffuse/glossy/singular */
if (label & LABEL_DIFFUSE) {
flag |= PATH_RAY_DIFFUSE | PATH_RAY_DIFFUSE_ANCESTOR;
}
else if (label & LABEL_GLOSSY) {
flag |= PATH_RAY_GLOSSY;
}
else {
kernel_assert(label & LABEL_SINGULAR);
flag |= PATH_RAY_GLOSSY | PATH_RAY_SINGULAR | PATH_RAY_MIS_SKIP;
}
/* Render pass categories. */
if (bounce == 1) {
flag |= (label & LABEL_TRANSMIT) ? PATH_RAY_TRANSMISSION_PASS : PATH_RAY_REFLECT_PASS;
}
}
INTEGRATOR_STATE_WRITE(state, path, flag) = flag;
INTEGRATOR_STATE_WRITE(state, path, bounce) = bounce;
/* Random number generator next bounce. */
INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
}
#ifdef __VOLUME__
ccl_device_inline bool path_state_volume_next(IntegratorState state)
{
/* For volume bounding meshes we pass through without counting transparent
* bounces, only sanity check in case self intersection gets us stuck. */
uint32_t volume_bounds_bounce = INTEGRATOR_STATE(state, path, volume_bounds_bounce) + 1;
INTEGRATOR_STATE_WRITE(state, path, volume_bounds_bounce) = volume_bounds_bounce;
if (volume_bounds_bounce > VOLUME_BOUNDS_MAX) {
return false;
}
/* Random number generator next bounce. */
if (volume_bounds_bounce > 1) {
INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
}
return true;
}
#endif
ccl_device_inline uint path_state_ray_visibility(ConstIntegratorState state)
{
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
uint32_t visibility = path_flag & PATH_RAY_ALL_VISIBILITY;
/* For visibility, diffuse/glossy are for reflection only. */
if (visibility & PATH_RAY_TRANSMIT) {
visibility &= ~(PATH_RAY_DIFFUSE | PATH_RAY_GLOSSY);
}
/* todo: this is not supported as its own ray visibility yet. */
if (path_flag & PATH_RAY_VOLUME_SCATTER) {
visibility |= PATH_RAY_DIFFUSE;
}
visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility);
return visibility;
}
ccl_device_inline float path_state_continuation_probability(KernelGlobals kg,
ConstIntegratorState state,
const uint32_t path_flag)
{
if (path_flag & PATH_RAY_TRANSPARENT) {
const uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
/* Do at least specified number of bounces without RR. */
if (transparent_bounce <= kernel_data.integrator.transparent_min_bounce) {
return 1.0f;
}
}
else {
const uint32_t bounce = INTEGRATOR_STATE(state, path, bounce);
/* Do at least specified number of bounces without RR. */
if (bounce <= kernel_data.integrator.min_bounce) {
return 1.0f;
}
}
/* Probabilistic termination: use sqrt() to roughly match typical view
* transform and do path termination a bit later on average. */
return min(sqrtf(max3(fabs(INTEGRATOR_STATE(state, path, throughput)))), 1.0f);
}
ccl_device_inline bool path_state_ao_bounce(KernelGlobals kg, ConstIntegratorState state)
{
if (!kernel_data.integrator.ao_bounces) {
return false;
}
const int bounce = INTEGRATOR_STATE(state, path, bounce) -
INTEGRATOR_STATE(state, path, transmission_bounce) -
(INTEGRATOR_STATE(state, path, glossy_bounce) > 0) + 1;
return (bounce > kernel_data.integrator.ao_bounces);
}
/* Random Number Sampling Utility Functions
*
* For each random number in each step of the path we must have a unique
* dimension to avoid using the same sequence twice.
*
* For branches in the path we must be careful not to reuse the same number
* in a sequence and offset accordingly.
*/
/* RNG State loaded onto stack. */
typedef struct RNGState {
uint rng_hash;
uint rng_offset;
int sample;
} RNGState;
ccl_device_inline void path_state_rng_load(ConstIntegratorState state,
ccl_private RNGState *rng_state)
{
rng_state->rng_hash = INTEGRATOR_STATE(state, path, rng_hash);
rng_state->rng_offset = INTEGRATOR_STATE(state, path, rng_offset);
rng_state->sample = INTEGRATOR_STATE(state, path, sample);
}
ccl_device_inline void shadow_path_state_rng_load(ConstIntegratorState state,
ccl_private RNGState *rng_state)
{
const uint shadow_bounces = INTEGRATOR_STATE(state, shadow_path, transparent_bounce) -
INTEGRATOR_STATE(state, path, transparent_bounce);
rng_state->rng_hash = INTEGRATOR_STATE(state, path, rng_hash);
rng_state->rng_offset = INTEGRATOR_STATE(state, path, rng_offset) +
PRNG_BOUNCE_NUM * shadow_bounces;
rng_state->sample = INTEGRATOR_STATE(state, path, sample);
}
ccl_device_inline float path_state_rng_1D(KernelGlobals kg,
ccl_private const RNGState *rng_state,
int dimension)
{
return path_rng_1D(
kg, rng_state->rng_hash, rng_state->sample, rng_state->rng_offset + dimension);
}
ccl_device_inline void path_state_rng_2D(KernelGlobals kg,
ccl_private const RNGState *rng_state,
int dimension,
ccl_private float *fx,
ccl_private float *fy)
{
path_rng_2D(
kg, rng_state->rng_hash, rng_state->sample, rng_state->rng_offset + dimension, fx, fy);
}
ccl_device_inline float path_state_rng_1D_hash(KernelGlobals kg,
ccl_private const RNGState *rng_state,
uint hash)
{
/* Use a hash instead of dimension, this is not great but avoids adding
* more dimensions to each bounce which reduces quality of dimensions we
* are already using. */
return path_rng_1D(
kg, cmj_hash_simple(rng_state->rng_hash, hash), rng_state->sample, rng_state->rng_offset);
}
ccl_device_inline float path_branched_rng_1D(KernelGlobals kg,
ccl_private const RNGState *rng_state,
int branch,
int num_branches,
int dimension)
{
return path_rng_1D(kg,
rng_state->rng_hash,
rng_state->sample * num_branches + branch,
rng_state->rng_offset + dimension);
}
ccl_device_inline void path_branched_rng_2D(KernelGlobals kg,
ccl_private const RNGState *rng_state,
int branch,
int num_branches,
int dimension,
ccl_private float *fx,
ccl_private float *fy)
{
path_rng_2D(kg,
rng_state->rng_hash,
rng_state->sample * num_branches + branch,
rng_state->rng_offset + dimension,
fx,
fy);
}
/* Utility functions to get light termination value,
* since it might not be needed in many cases.
*/
ccl_device_inline float path_state_rng_light_termination(KernelGlobals kg,
ccl_private const RNGState *state)
{
if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
return path_state_rng_1D(kg, state, PRNG_LIGHT_TERMINATE);
}
return 0.0f;
}
CCL_NAMESPACE_END